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Stephen Brewster 
Roderick Murray- Smith 
(Eds.) 



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Haptic 

Human-Computer 

Interaction 



First International Workshop 
Glasgow, UK, August/September 2000 
Proceedings 






Lecture Notes in Computer Science 2058 

Edited by G. Goes, J. Hartmanis and J. van Leeuwen 




springer 

Berlin 

Heidelberg 

New York 

Barcelona 

Hong Kong 

London 

Milan 

Paris 

Singapore 

Tokyo 




Stephen Brewster Roderick Murray-Smith (Eds.) 



Haptic 

Human-Computer 

Interaction 



First International Workshop 

Glasgow, UK, August 31 - September 1, 2000 

Proceedings 




Springer 




Series Editors 



Gerhard Goos, Karlsruhe University, Germany 
Juris Hartmanis, Cornell University, NY, USA 
Jan van Leeuwen, Utrecht University, The Netherlands 

Volume Editors 

Stephen Brewster 
Roderick Murray- Smith 

Glasgow University, Department of Computing Science 
17 Lilybank Gardens, Glasgow G12 8RZ, Scotland, UK 
E-mail: {stephen,rod} @dcs. gla.ac.uk 

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Haptic human computer interaction : first international workshop, Glasgow, 
UK, August 31 - September 1, 2000 ; proceedings / Stephen Brewster ; 
Roderick Murray-Smith (ed.). - Berlin ; Heidelberg ; New York ; Barcelona ; 
Hong Kong ; London ; Milan ; Paris ; Singapore ; Tokyo : Springer, 2001 
(Lecture notes in computer science ; Vol. 2058) 

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Preface 



Haptic Devices 

Haptic devices allow users to feel their interfaces and interactions. This has the 
potential to radically change the way we use computers. Haptic interaction is 
interaction related to the sense of touch. This could be based on force-feedback or 
tactile devices. We can take advantage of our powerful sense of touch as an 
alternative mechanism to send and receive information in computer interfaces. Haptic 
technology is now maturing and coming out of research laboratories and into real 
products and applications. We can therefore begin to focus on its application and 
general principles for its use rather than just the hardware and technology itself 
Important questions are: what are haptics good for? What kind of information can be 
successfully presented via touch? Do haptics actually improve efficiency, 
effectiveness, and satisfaction? Arbitrary combinations of information presented to 
different senses have been shown to be ineffective so how should sight, hearing, and 
touch be combined in truly multimodal interfaces? We do not want to end up with 
haptic interfaces that are in fact harder to use than standard ones. Haptics may become 
just a gimmick for computer games, rather than the key improvement in interaction 
technology we believe it should be. We felt that it was therefore time to concentrate 
on haptic human computer interaction. 

There are other conferences that discuss haptic hardware, but so far there has been 
little discussion of how haptics can be effectively used to improve the usability of 
human-computer interactions. There is currently no unified place to present research 
on general haptic human-computer interaction and so one aim of the workshop was to 
provide an information resource for those interested in the topic. Because this was the 
first workshop in the area and we wanted to ensure that we covered a wide range of 
the ongoing research, we planned to accept work on any aspect of haptic HCI. As it 
happened we had a very healthy turnout of 35 submissions and after a reviewing 
process, where each submission was reviewed by two reviewers, this resulted in 17 
papers and 5 posters. The workshop took place at the University of Glasgow, UK 
from the 3U‘ August to U‘ September, 2000. We had over 75 attendees from Europe, 
the USA, and Japan. 



Workshop Content 

The workshop began with a keynote presentation from Bob Stone of MUSE Virtual 
Presence giving an overview of the history of haptics. This proved to be an excellent 
start assuring that all of the attendees (who were from a wide variety of diffent 
backgrounds such as psychologists, computer scientists, textile designers, sculptors, 
toy manufacturers, mechanical engineers, and games designers) got a good foundation 




VI 



Preface 



and knew how we reached the current state of development in haptics research. The 
rest of the workshop focused on five main themes: 



1 . Haptic interfaces for blind people, 

2. Collaborative haptics, 

3. Psychological issues and measurement, 

4. Applications of haptics 

5. Haptics in virtual environments. 



Haptic Interfaces for Blind People 

The first paper on this theme is by Challis and Edwards. They propose a series of 
principles for designing tactile displays that they developed from the results of 
experiments on Braille music notation. Three of their key principles are: consistent 
mappings should be kept between the visual and haptic representations; the tactile 
representation should focus on static data; and height should be used as a filtering 
mechanism. Penn et al. describe a series of investigations into the perception of text, 
object size, and angularity by blind and sighted users. One interesting aspect of their 
paper is the comparison of results of similar experiments on different haptic devices 
(a PHANToM and an Impulse Engine 3000). As the area of haptics is still in its 
infancy there is little work comparing different devices and the effects that this might 
have. Van Scoy et al. and Yu et al. both address the problem of presenting line graphs 
to visually impaired users. Van Scoy et al. focus on the presentation of haptic models 
of mathematical functions, Yu et al. report an experiment on the comparison of two 
different line modeling techniques to see which was the most effective at making 
graphs usable. Continuing the topic of education. Wise et al. present the results of an 
investigation into the benefits of haptic feedback in allowing blind students access to 
college and high-school physics curricula. 



Collaborative Haptics 

There are three papers in the collaborative haptics section. The first is by Oakley et al. 
who are looking at how haptic effects can be used to help users of collaborative 
editors synchronize their work and gain awareness of others. Users of collaborative 
editors work in a restricted environment and there are many problems with awareness. 
Other researchers have looked at audio or graphical solutions to the problems but no 
one has really yet considered the possibilities of haptics. Salinas looks at a similar 
problem - collaborative manipulation of objects in a three-dimensional desktop 
virtual environment. Her results show that when the two users have haptic feedback, 
collaborative manipulation of objects becomes more successful. The final paper in 
this section is by Hikiji and Hashimoto. Their paper discusses the design of a system 
that allows the collaboration of a human with a robot that could provide haptic 
feedback. The robot could grasp a user’s hand and lead (or be led) through a path, 
avoiding obstacles. 




Preface 



VII 



Psychological Issues and Measurement 

In the psychological issues and measurement section Jansson and Ivas present two 
studies: one on practice effects using the PHANToM and the other on exploration 
modes. Results of the practice effects experiment show very significant improvements 
in exploration times and accuracy over time. This is important for the design of future 
experiments. An appropriate amount of training is needed if results are to be robust 
and reliable. Results of the exploration modes suggest that certain grasps can be more 
beneficial than others when using the PHANToM. Pollick et al. investigate two- 
fingered grasp of objects to understand the contact forces users apply. Their results 
can be used for facilitating grasps of objects in virtual environments. There are two 
papers on texture, and in particular, roughness perception. The first from Wall and 
Harwin, combines haptics and graphics to investigate the interactions between the 
two. The second, from McGee et al. is about the combination of haptics and audio. 
The aim here is to investigate congruent and incongruent multimodal cues that might 
create different illusions of roughness. 

Keuning-Van Oirschot and Houtsma discuss the design of a cursor trajectory 
analysis system for use in future haptic desktop computer interfaces. Other research 
has shown that individual targets with haptic effects added can improve performance. 
However, if you have to move over one of these targets on the way to something else 
(as would happen in a real interface with multiple potential targets) then the haptic 
effects could obstruct and disrupt your interaction. This paper presents setps towards a 
trajectory analysis system that could predict the target at which the user is aiming and 
so only haptify that and none of the others passed on the way to it. 

Bougilia et al. use a new 3m^ workspace haptic device called the scaleable- 
SPIDAR (described in a later chapter) in an investigation of whether haptics can 
improve depth perception in VEs. Users can have problems with depth perception in 
such environments, even when using stereoscopic visual displays, as cues in other 
senses are often missing. Bouguila et al. report an experiment where haptics 
recombined with a stereoscopic display to allow the manipulation of virtual objects. 
Kirkpatrick and Douglas provide benchmarks for evaluating the usability of haptic 
environments for shape perception tasks, with conclusions for future haptic 
environments. 



Applications of Haptic Technology 

Crossan et al. are investigating the use of haptic technology to aid the teaching of 
difficult palpation techniques to veterinary students. Medical simulators have used 
haptics for some time but this has mostly been in the area of minimally invasive 
surgery training. This paper looks at how haptics can teach skills where the 
veterinarian’s (or doctor’s) hands are on the patient, which brings up a new set of 
haptic challenges. Finally we present two studies on the use of haptics in aircraft 
cockpits. Van Veen and van Erp show that pilots are heavily visually loaded and 
under high G-loads visual perception can become severely degraded. Is tactile 
perception affected in the same way? If it is degraded then it will not be a useful 




VIII Preface 



alternative to visual feedback. Van Veen and van Erp present an experiment that 
shows that tactile perception on the torso is resistant to high G-loads. Van Erp 
presents an experiment to investigate the use of haptics for navigation in virtual 
environments. He describes an array of tactile stimulators that might run across the 
torso and provide directional information. 



Haptics in Virtual Environments 

Bouguila et al. present a new 3m^ workspace haptic device called the scaleable- 
SPIDAR. The paper describes the design of the SPIDAR and an experiment to test its 
effectiveness. Stevens and Jerrams-Smith describe the use of haptics in projection- 
augmented displays. In their display haptics are coincident with information projected 
on an actual physical model. They propose the concept of ‘object presence’ - do users 
feel that an object actually exists in the display? Their hypothesis is that a combined 
haptic and visual display should increase object presence. One area in which haptics 
are beginning to take off is in computer games. In the Lumetila project Leikas et al. 
have developed a game that uses the player’s whole body and body movements for 
control. 

Dillon et al. are focusing their work on the use of haptics to present the ‘feel’ of 
virtual fabrics for the textiles industry. It is important for clients to be able to sample 
potential materials over the Internet and haptics can help with this. Dillon et al. 
investigate how factors integral to the fabric selection process, such as weight, 
thickness, sheamess, drape, and stretch, could be presented using a haptic device. 



Conclusions 

One reason that we decided to run the workshop was that haptic research at Glasgow 
was new and we wanted to make some contacts with others interested in the same 
area so that we could discuss ideas. We had no idea how many people would be 
interested in coming along. In the end we had over 75 attendees from many different 
countries and with a wide range of backgrounds. We had not anticipated anything like 
this degree of interest. It seems like haptics is a growing area of importance within the 
HCI community, but as yet it has had little impact on the mainstream HCI 
conferences. 

One issue that came out of the workshop was that much of the research presented 
focused around the PHANToM device from SensAble Technologies (the other main 
commercial device represented was the Wingman force-feedback mouse from 
Logitech). The PHANToM is very effective for many kinds of interactions, but is not 
so good for others. Its cost also prohibits its wide use for research and its take-up by 
ordinary users in ordinary day-to-day situations. The field should try to broaden the 
use of technology, as we do not want to become restricted in our research to doing 
only the kinds of things that the PHANToM device supports. Wall and Harwin’s work 
is a step in this direction as they are developing extra end-effectors for the 
PHANToM to allow it to give more cutaneous feedback. We believe that one thing 




Preface 



IX 



the field would benefit greatly from is a wider range of devices that can give haptic 
feedback at a lower cost. This provides a useful link from this workshop to others 
devoted more to the development of haptic hardware. We need to make sure that our 
requirements for devices are fed back to the hardware developers so that the next 
generation of haptic technology will be able to do the things that users need at prices 
they will be able to afford. 

The workshop showed that lots of interesting work is going on using haptics in 
human-computer interaction. However, the area is still in its infancy in terms both of 
the hardware and software available and in what we use haptics for. Some key areas 
for further research that came out of the workshop are: we need more analysis of 
human haptic abilities and limitations in an HCI context; we must identify the 
fundamental issues in haptic HCI design; we need an understanding of what kinds of 
information can be successfully presenfed in touch and to understand the links 
between our sense of touch and the other senses as interfaces will inevitably use other 
media in addition to touch. Answers to the questions in these areas will help provide 
suggestions for future usable interfaces, yet to be implemented. It is also important to 
synthesize the results of the studies done into some design guidance that we can 
provide to interface designers (most of whom currently probably know almost nothing 
about haptics) so that they know what to do with this new medium in order to use it 
effectively to improve human-computer interaction. From the work presented in these 
proceedings we can see that haptics has a lot to offer HCI, the challenge is to make it 
happen. 



Acknowledgements 

We would like to thank all of our reviewers, who worked under a tight time restriction 
and got their reviews in when we needed them. Thanks also go to Andrew Crossan, 
Marilyn McGee, Ian Oakley, and Ray Yu from Glasgow for helping with the 
organization of the workshop. The workshop was part funded by the EPSRC grant 
GR/M44866 and supported by the BCS HCI group and the Glasgow Interactive 
Systems Group. 

For more information, please refer to http://www.dcs.gla.ac.uk/haptics 



March 2001 



Stephen Brewster 
Roderick Murray-Smith 



X 



Preface 



Reviewers 



Gunar Jansson, Dept of Psychology, Uppsala University 

Alan Wing, Dept of Psychology, University of Birmingham 

Frank Pollick, Dept of Psychology, University of Glasgow 

Timothy Miller, Dept of Computer Science, Brown University 

Christine MacKenzie, School of Kinesiology, Simon Fraser University 

Helen Petrie, Dept of Psychology, University of Hertfordshire 

Shumin Zhai, IBM Almaden Research Center 

Chris Hasser, Immersion Corporation 

Bob Stone, Ben Bishop, Virtual Presence Ltd 

Stephen Fumer, BT Advanced Communication Research 

William Harwin, Dept of Cybernetics, Reading University 

Roberta Klatzky, Carnegie Mellon University 

Gregory Leplatre, Daniela Busse, Dept of Computing Science, University of Glasgow 




Table of Contents 



Haptic Feedback: A Brief History from Telepresence to Virtual Reality 1 

Robert J. Stone 

Haptic Interfaces for Blind People 

Design Principles for Tactile Interaction 17 

Ben P. Challis, Alistair D.N. Edwards 

The Haptic Perception of Texture in Virtual Environments: An Investigation with 

Two Devices 25 

Paul Penn, Helen Petrie, Chetz Colwell, Diana Kornbrot, Stephen Fumer, 

Andrew Hardwick 

Haptic Display of Mathematical Functions for Teaching Mathematics to Students 

with Vision Disabilities: Design and Proof of Concept 31 

Frances L. Van Scoy, Takamitsu Kawai, Marjorie Darrah, Connie Rash 

Haptic Graphs for Blind Computer Users 41 

Wai Yu, Ramesh Ramloll, Stephen Brewster 

Web-Based Touch Display for Accessible Science Education 52 

Evan F. Wies, John A. Gardner, M. Sile O ’Modhrain, Christopher J. Hasser, 
Vladimir L. Bulatov 

Collaborative Haptics 

Communicating with Feeling 61 

Ian Oakley, Stephen Brewster, Philip Gray 

Improved Precision in Mediated Collaborative Manipulation of Objects by Haptic 

Force Feedback 69 

Eva-Lotta Salinas 

Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 76 

Riku Hikiji, Shuji Hashimoto 




XII Table of Contents 



Psychological Issues and Measurement 

Can the Efficiency of a Haptic Display Be Increased by Short-Time Practice in 

Exploration? 88 

Gunnar Jansson, Anna Ivas 

Implicit Accuracy Constraints in Two-Fingered Grasps of Virtual Objects with 

Haptic Feedback 98 

Frank E. Pollick, Chris Chizk, Charlotte Hager-Ross, Mary Hayhoe 

Interaction of Visual and Haptic Information in Simulated Environments: 

Texture Perception 108 

Steven A. Wall, William S. Harwin 

The Effective Combination of Haptic and Auditory Textural Information 118 

Marilyn Rose McGee, Phil Gray, Stephen Brewster 

Cursor Trajectory Analysis 127 

Plilde Keuning- Van Oirschot, Adrian J.M. Houtsma 

What Impact Does the Haptic-Stereo Integration Have on Depth Perception in 

Stereographic Virtual Environment? A Preliminary Study 135 

Laroussi Bouguila, Masahiro Ishii, Makoto Sato 

A Shape Recognition Benchmark for Evaluating Usability of a Haptic 

Environment 151 

Arthur E. Kirkpatrick, Sarah A. Douglas 

Applications of Haptics 

A Horse Ovary Palpation Simulator for Veterinary Training 157 

Andrew Crossan, Stephen Brewster, Stuart Reid, Dominic Mellor 

Tactile Navigation Display 165 

Jan B.F. van Erp 

Tactile Information Presentation in the Cockpit 174 

Henricus A.H. C. van Veen, Jan B. F. van Erp 

Scaleable SPIDAR: A Haptic Interface for Human-Scale Virtual Environments .... 182 
Laroussi Bouguila, Masahiro Ishii, Makoto Sato 

The Sense of Object-Presence with Projection Augmented Models 194 

Brett Stevens, Jennifer Jerrams-Smith 




Preface XIII 



Virtual Space Computer Games with a Floor Sensor Control - Human Centred 

Approach in the Design Process 199 

Jaana Leikas, Antti Vddtdnen, Veli-Pekka Rdty 

Sensing the Fabric: To Simulate Sensation through Sensory Evaluation and in 
Response to Standard Acceptable Properties of Specific Materials when Viewed 

as a Digital Image 205 

Patricia Dillon, Wendy Moody, Rebecca Bartlett, Patricia Scully, 

Roger Morgan, Christopher James 

Author Index 219 




Haptic Feedback: A Brief History from Telepresence to 

Virtual Reality 



Robert J. Stone 



MUSE Virtual Presence 

Chester House, 79 Dane Road, Sale, M33 7BP, UK 
Tel: (+44) (0)161-969-1155 

robert . stone0musevp . com 
^|^^^ww^^usevg^_com| 



Abstract. This paper presents a short review of the history surrounding the 
development of haptic feedback systems, from early manipulators and 
telerobots, used in the nuclear and subsea industries, to today’s impressive 
desktop devices, used to support real-time interaction with 3D visual 
simulations, or Virtual Reality. Four examples of recent VR projects are 
described, illustrating the use of haptic feedback in ceramics, aerospace, 
surgical and defence applications. These examples serve to illustrate the 
premise that haptic feedback systems have evolved much faster than their visual 
display counterparts and are, today, delivering impressive peripheral devices 
that are truly usable by non-specialist users of computing technology. 



1 Introduction 

Some of the early developments relating to physieal methods of generating haptie 
feedbaek for human-system design purposes have been well covered in historical 
publications by (for example) Corliss and Johnson [1], Mosher [2], Stone [3], Thring 
[4] and, more recently, in an excellent book by Burdea [5]. However, it is only quite 
recently that haptic technologies have appeared that are capable of delivering 
believable sensory stimuli at a reasonable cost, using human interface devices of a 
practical size. 

This has opened up a wealth of opportunities for academic research and 
commercial developments, from haptic feedback systems to aid blind persons’ 
exploration of virtual environments, through applications in aerospace and surgery, to 
a revitalisation of the ceramics industry. This brief paper cannot catalogue all relevant 
developments, but attempts to provide a potted review the history of haptic feedback 
from the early days of teleoperation or telerobotics to present-day developments in 
Virtual Reality (VR) and simulation. 

Turning first to the robotics arena, most researchers now accept the definitions put 
forward by Sheridan when considering the systems aspects of controlling remote robotic 
vehicles and manipulators (eg. Sheridan [6], [7]). Until the mid-1990s, terms such as 
teleoperation, telepresence, robotics, telerobotics and supervisory control had been used 
interchangeably. 



S. Brewster, R. Mun'ay-Smith (Eds.): Haptic HCI, LNCS 2058, pp. 1-16, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



2 



Robert J. Stone 



Two of relevance to the emergence of haptic feedback developments are 
teleoperation - the extension of a person’s sensing and manipulation capability to a 
remote location and telepresence - the ideal of sensing sufficient information about the 
teleoperator and task enviromnent, and communicating this to the human operator in a 
sufficiently natural way, that the operator feels physically present at the remote site. The 
“Holy Grail” of telepresence also provided the motivation behind some of the early 
human-system interface efforts underpinning NASA’s Virtual Enviromnent Workstation, 
VIEW (eg. Fisher et al. [8], which included investigations of basic glove-mounted 
vibrotactile feedback transducers; see Fig. 1), and the commercial VR aspirations of the 
late VPL Inc with its flagship product, the DataGlove. 




Fig. 1. Early US newspaper extract featuring the DataGlove concept and hinting at future robotic 
applications and haptic feedback variants. 



The remote handling communities serving nuclear, subsea, space and military 
markets had hoped that telepresence would become the natural successor to the many 
remote handling systems in evidence in the 1950s. Unfortunately, even today, creating 
the illusion that a human operator is still present in a remote hazardous worksite or is 
fully immersed within a computer-generated world remains the “Holy Grail”. 



2 Nuclear Industry and Early Bilateral Manipulators 

Bilateral Master-Slave Manipulators (MSMs) - functionally no different from today’s 
desktop haptic feedback systems - have been prevalent in the international nuclear 
industry for over half a decade, permitting safe, remote handling of irradiated material 
under direct human control and supported by direct (lead-window) and indirect 
(closed-circuit TV) vision. A master control arm is typically a mechanical 
reproduction of a remote slave arm (the slave gripper being replaced at the master by 




Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



3 



a scissor, pistol, or similar control grip device), the two components being linked by 
means of chains, cables or some other electromechanical motion system. “Mini- 
masters”, such as that proposed in the 1980s for the original NASA Flight Telerobotic 
Servicer and other remotely controlled space, subsea and land vehicles are, as the 
name suggests, small master controllers. These may or may not be kinematically 
similar to the remote slave device and have met with mixed levels of success when 
applied to laboratory or field demonstrators. 




Fig. 2. One of the Project GROPE workstation configurations, showing a large screen display 
and molecular docking application, under human control via a nuclear industry bilateral master 
manipulator arm. 



By far the most publicised use of master control arms for Virtual Reality 
applications has been for molecular modelling (the well-known GROPE Illb Project) and 
haptic interaction with electrostatic molecule-substrate force simulations and nano-level 
surfaces (generated from Scanning Tunnelling Microscope data) at the University of 
North Carolina at Chapel Hill (eg. Brooks [9]; Brooks et al. [10]; see Fig. 2). 

Early work at UNC utilised an Argonne Remote Manipulator (ARM) system, one of 
two donated from the Argonne National Laboratory, and a field sequential computer 
screen (based on liquid crystal shutter glasses). Later, the screen was replaced with a 
projection display, with users of the ARM interacting with 3D images produced using 
polarised projection display lenses and spectacles. 

Compared with mechanical MSMs, servomanipulators have the advantages of 
being mobile (cable linkages) and possessing large load-carrying capacities. The early 
servomanipulators were designed to incorporate ac-driven servos, connected back-to- 
back, to provide force reflection. 




4 



Robert J. Stone 



These were later replaced with dc servos, integrated within the manipulator arm, 
leading to a more compact forni of remote handling device. One of the most popular 
servomanipulators - the MA-23M - was designed in a modular fashion to aid repair and 
maintenance, as well as provide an upgrading path for introducing automation (Vertut 
[11]; see Fig. 3). Selectable force feedback (also known as “force boosf’) ratios - 1/2, 
1/4, 1/8 - were included as standard, the bilateral positioning system being provided by 
means of potentiometers which detennined the relative positions of master and slave 
arms. 




Fig. 3. MA-23M master control arm, under investigation during a human factors research 
programme conducted by the author and the Atomic Energy Authority (Harwell, UK) in 1986. 



3 Exoskeletons 

Exoskeletons originated partly as “Man Amplifiers”, capable, through direct human 
slaving, of lifting and moving heavy loads. The early “Handyman” controller, 
described in Mosher [2] and Corliss and Johnson [1], was an example of a forearm- 
and-hand exoskeleton possessing two 10-degree-of- freedom (dof) electrohydraulic 
arms; the General Electric “Hardiman” was a whole-body exoskeletal frame (Thring 
[4]). 





Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



5 



Until quite recently, the exoskeleton concept had been unpopular, due to limitations 
in the functional anatomy of the human arm. Also, force-reflecting actuators had to be 
mounted on the outside of the exoskeletal framework to accommodate the users’ arm. 
Furthermore, there were concerns with such devices’ small operating volume, possible 
safety hazards (associated with toppling and locking) and electro-mechanical inefficiency 
(see also Wilson [12]; Salisbury [13]). Nevertheless, thanks in part to the emergence of a 
range of lightweight, low-cost body systems developed under the VR banner, the 
exoskeleton received renewed interest in the early 1990s as a means of registering body 
movement in a virtual environment and, importantly, as a technique for feeding haptic 
data back to the immersed user (eg. Bergamasco [14]; see Fig. 4). 




Fig. 4. Professor Massimo Bergamasco of the Scuola Superiore di Studi Universitari in Pisa, 
Italy, demonstrating the results of his early exoskeletal system, funded by the European 
Commission as part of an ESPRIT 11 project known as GLAD-fN-ART (Glove-like Advanced 
Devices in Artificial Reality). 

However, even to this day, exoskeletons have been confined to academic research 
labs or industrial design organisations (eg. Zechner and Zechner in Austria; see Fig. 5) 
and noticeably absent from commercial catalogues. Witness the fate of the pioneering 




6 



Robert J. Stone 



US company Exos, sold to Microsoft in 1996, having developed sueh exoskeletal haptic 
demonstrators as SAFiRE (Sensing And Force Reflecting Exoskeleton) and the HEHD 
(Hand Exoskeleton Haptie Display). 




Fig. 5. Forearm and whole-body exoskeleton concepts from Sabine Zechner of Zechner and 
Zechner (Austria, circa 1993). 



4 Other Haptic Feedback Attempts 

As hinted earlier, there have been many attempts to recreate tactile and force 
sensations at the Anger, hand, arm and whole body level - far more than can be 
covered here. However, a wealth of data on historical and contemporary deviees has 
been eompiled under the excellent Hapties Community Web Page 
(^ttg^^hagtiomechmorthwesterme^Fto^as^ 

The eommercial hapties arena is also changing on a regular basis (witness 
Immersion Corporation’s recent acquisition of Haptech Technologies and Virtual 
Technologies - home of the CyberGlove, CyberTouch and CyberGrasp). The next 5 
years promise some quite exciting developments in this field, with systems becoming 
more widespread as eosts eome down and software and applications support is 
improved. Just a small seleetion of those devices with which the author’s team has 
been involved will be eovered here, before looking at a number of emerging 
applieations fields. 

Teletact was eoneeived in November of 1989, during one of the generie research 
programmes within the UK’s National Advanced Robotics Research Centre in Salford. 
The concept of using pneumatics to provide feedback to the fingers of an operator 
controlling a robot originated in the 1960s, courtesy of research efforts at Northrop 
Grumman (Jones and Thousand [15]). 




Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



7 



Co-developed with Airmuscle Ltd of Cranfield, the first prototype glove, 
employing 20 small air pockets was produced in September of 1990, and appeared on 
the BBC’s Tomorrow’s World TV Programme later that year, with a selection of 
vegetables and an Angoran rabbit as the tactile subjects! 

This prototype glove was of an analogue design, supplying up to 131b psi of air 
pressure per pocket (proportional control, later with inflation and deflation). The 
author recalls a period of intense legal activity in the early 1990s when, having visited 
Airmuscle, the developers of what was then W Industries’ (later Viiduality) Space 
Glove produced a prototype tactile feedback version using remarkably similar 
pneumatics technology to that integrated within Teletact\ 

A more sophisticated glove - Teletact II (see Fig. 6) - was specified in May of 
1991. This device featured a greater density of air pockets, 30 in all, with two 
pressure ranges. The majority of the pockets (29) were limited to 151b psi. However, 
a new palmar force feedback pad was developed, receiving a maximum pressure of 
301b psi. A vacuum system was also devised to increase the step response of the 
glove whilst deflating. 




Fig. 6. The Teletact II pneumatic tactile feedback glove developed by the UK’s National 
Advanced Robotics Research Centre and Airmuscle Limited, showing an early palmar feedback 
concept. 



In contrast to the glove, the Teletact Commander was a simple multifunction hand 
controller equipped with embedded Polhemus or Ascension tracking sensors (see Fig. 7). 
Three Teletact-\\ks air pockets were attached to the outer surface of the hand controller to 
provide simple tactile cues when the user’s virtual hand or cursor made contact with a 



8 



Robert J. Stone 



virtual object. These pockets were controlled either by compressor or by a single 
solenoid-actuated piston. 




Fig. 7. The Teletact Commander hand controller, showing the simple layout of some of the air 
pockets and VR interactive control buttons. 

Other haptic developments at the ARRC included a prototype minimally 
invasive surgery haptic feedback system, funded by the Department of Health and 
Wolfson Foundation (Fig. 8). This device actually pre-dated the Immersion 
Corporation Impulse Engine and used basic strain gauge, potentiometer and 
servomotor devices to provide position sensing and feedback to a laparoscopic 
instrument in 3 translational degrees of freedom, with grip/forceps actuation. 

A simple wire frame cube provided the test environment, hosted on a 486 PC 
and allowing users to explore the inside of the cube using haptic feedback, whilst and 
invoking and varying such parameters such as in-cube viscosity, wall elasticity, 
dynamic “beating” effects and back wall “tissue” grasp and pull. 

A piezo tactile feedback demonstrator system was also developed by the ARRC, 
in collaboration with the Electronic and Electrical Engineering Department of the 
University of Salford, for the Defence Research Agency (Chertsey). The project was 
undertaken to demonstrate the potential for future interactive technologies in the 
design of military vehicle workstations. 

Called the TactGlove (Fig. 9), it consisted of a 3-digit sensory glove assembly 
(thumb, index and middle finger) equipped with a Polhemus Fastrak tracker and PZT 
piezo “sounders” to provide variable frequency tactile input. A simple VR control 
panel - was developed using Superscape Limited’s original Virtual Reality Toolkit 
(VRT). Users could view the virtual control panel using either a standard monitor, or 
via a Virtual I-O i-Glasses headset (stereo or biocular modes) and could control the 
3D position of a schematic “hand” (a simple 3-cylinder cursor). 

On making contact between the “hand” and one of three virtual controls (a rotary 
knob, push-button and toggle switch), the appropriate “collision” signal was 



Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



9 



transmitted to the glove sensors, either singly or in combination. Actuating the 
control produced a perceptible change in the frequency of stimulation or in the case of 
the push-button and toggle switch, a build-up of frequency, followed by a rapid drop, 
to simulate breakout forces. 




Fig. 8. Early picture of the UK National Robotics Research Centre minimally invasive surgery 
haptics demonstrator, developed under a research programme sponsored by the UK Department 
of Health and the Wolfson Foundation. 




Fig. 9. The TactGlove in use with a simple Virtual Reality control panel demonstration. 



Recognition of Salford University’s ongoing efforts in haptic technologies should 
be made here, under the leadership of Darwin Caldwell, Professor of Advanced 
Robotics. Caldwell’s team has been involved in the design, construction and testing 




10 



Robert J. Stone 



in a virtual world of an “Integrated Haptic Experience”, comprising a 7-dof am 
tracking and force reflection pMA exoskeleton (Fig. 10), a 15-dof hand/finger tracker 
and a 5-dof force reflection hand master, together with a cutaneous tactile feedback 
glove providing pressure, textural, shape, frictional and thermal feedback. 




Fig. 10. The University of Salford’s pMA exoskeleton. 



5 Four Case Studies from the VR Community 



5.1 Ceramics 

Recent developments in the British economy have prompted certain “heritage” 
industries to look very closely at their businesses and the prospects for improved 
productivity and growth in the early part of this new century. Companies such as 
Wedgwood and Royal Doulton, famous international, historical names in the 
production of quality crockery and figurines are turning to Virtual Reality in an 
attempt to embrace technology within their labour-intensive industries. Ceramics 
companies and groups, such as the Hothouse in Stoke-On-Trent, are experimenting 
with new haptics techniques and achieving some quite stunning results. 

The importance of experiments like these, however, lies not only with the results 
but moreso in the people who actually produce the results. Talented sculptors - 



Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



11 



people with incredible manual skills but no background in computer technology 
whatsoever - have, given access to Sensable Technologies Inc’s Desktop 

and Freeform “digital clay” products, started to produce ornate sculptures within 3-4 
days\ Then, using local industrial resources, they have used 3D printing and 
stereolithography facilities to convert these virtual prototypes into physical examples 
(Fig. 11) and high-end VR to display them in virtual showrooms and domestic 
settings of very high visual fidelity (Fig. 12). 




Fig. 11. An early example of the physical realisation of a Hothouse trial sculpture using a 
PHANToM wA Freeform “digital clay”. 




Fig. 12. Some of the new virtually created ceramics products in situ within a VR domestic 
“show room”. 



12 



Robert J. Stone 



5.2 Aerospace Maintenance 

The use of VR to streamline design and training processes in the aerospace industry is 
not new (Angus and Stone [16]). However, the absence of a credible haptic feedback 
mechanism has forced developers to use other sensory cues to indicate collision 
detection between pipes, tools, limbs and so on (eg. 3D “ghosting”) within a cluttered 
working volume (Angus and Stone, op cit.; see Fig. 13). 




Fig. 13. Early experiments with visual cueing of haptic events, in this case showing “ghosted” 
pipe images used to convey collisions with adjacent aerospace engine components. 



As with other engineering applications of VR, it is only recently, that the 
aerospace industry has revisited VR to assess its suitability for 2H‘ Century projects 
and products. The European Initiative ENHANCE (ENHanced AeroNautical 
Concurrent Engineering) brings together the main European civilian aeronautical 
companies and seeks to strengthen cooperation within the European aeronautical 
industry by developing common working methods which govern the European 
aeronautical field, defining appropriate standards and supporting concurrent 
engineering research. One project within ENHANCE concerns an advanced VR 
maintenance demonstrator which links a virtual mannequin with PTC’s DIVISION 
MockUp virtual prototyping software with Sensable Technologies’ PHANToM 
feedback system. Based on a 3D model of a conceptual future large civil airliner, the 
VR demonstration involves controlling the mannequin during aircraft preparation and 
safety procedures, and in gaining access to retracted main landing gear for the 
purposes of wheel clearance testing (Fig. 14). 

Certain key interaction events throughout the demonstration are executed using 
the PHANToM device. In order to define these stages clearly, and to identify those 
procedures and events warranting the application of haptic feedback, a context- 
specific task analysis was carried out, as recommended in the new International 
Standard ISO 13407 {Human-Centred Design Processes for Interactive Systems). 



Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



13 




Fig. 14. The PTC DIVISION MockUp interface showing the PHANToM-contcoWsdi virtual 
mannequin interacting with an undercarriage safety component. 



5.3 Surgery 

As well as the early ARRC and Immersion Corp. “keyhole” surgery haptic feedback 
attempts, there have been, and still are projects with significant haptic technology 
components. One of these projects stems from a European Union Framework V 
Project called lERAPSI, an Integrated Environment for Rehearsal and Planning of 
Surgical Interventions. 

An early lERAPSI work package relates to the human-centred definition of 
surgical procedures (again based on ISO 13407), specifically focusing on surgical 
activities underpinning mastoidectomy, cochlear implantation and acoustic neuroma 
resection (Fig. 15). The surgical procedures definition and task analyses (Stone [17]) 
were conducted in collaboration with the ENT department of Manchester’s Royal 
Infirmary. 

These exercises resulted in the selection of the P/TdAToM Desktop/ 1.5 A for haptic 
and vibratory stimuli when simulating the use of pneumatic drill (through cortex and 
petrous bone) and a second device for irrigation and suction (possibly a PHANToM 
Desktop). 




14 



Robert J. Stone 




Fig. 15. Temporal bone surgery (infantile cochlear implant) in progress at Manchester’s Royal 
Infirmary. 



5.4 Land Mine Clearance Training 

MUSE Virtual Presence’s Paris-based subsidiary SimTeam has developed an 
immersive VR land mine detection training system for the French Army, using the 
PHANToM as the primary interaction device. 

The system presents the trainee with a basic representation of the ground area to 
be investigated and, using a standard issue military probe attached to the PHANToM, 
he is required to locate potential mines by gently inserting a virtual representation of 
the probe into the “ground”. 

Once a definite contact has been made, the trainee must continue probing until a 
recognisable pattern of penetrations has been made (Fig. 16). In addition to the visual 
and haptic features of this trainer, a pattern recognition system is available which 
matches the trainee’s penetrations with known land mine geometries. Once a pattern 
match has been made, a schematic of the most likely mine configuration is displayed. 




Haptic Feedback: A Brief History from Telepresence to Virtual Reality 



15 




Fig. 16. The PHANToM system in use as part of an immersive VR trainer for landmine 
detection and identification. The right-hand part of the figure shows how the system’s pattern 
recognition system can be used to present the trainees with “best-fif’ landmine types on the 
basis of ground penetration patterns. 



6 Conclusions 

The claims of early VR proponents that their immersive VR system was the 
“ultimate” in human-system interface technologies (to coin Ivan Sutherland’s early 
phrase) were soon proven outlandish by those who bought and tried to use the 
products. 

However, after nearly 15 years of development, we are now witnessing the 
evolution of the truly intuitive interface. Interestingly, it is not the visual modality per 
se. that won the race to deliver this interface, but the combined senses of vision, force 
and touch. 

The history underlying the development of haptic technologies has, it must be 
said, benefited from more innovation, enthusiasm and excitement than that of the 
visual display industry and it is those qualities that have helped to produce the 
intuitive systems and stunning applications evident today. The best is yet to come! 



References 

1. Corliss, W.R., and Johnson, E.G.: Teleoperator Controls. AEC-NASA Technology Survey 
(1968) NASA, Washington DC, Ref NASA SP-5070 

2. Mosher, R.S.: Industrial Manipulators. Scientific American (1964). 21 1(4). 88-96 

3. Stone, R.J.: Virtual Reality and Telepresence. Robotica (1992) 10. 461-467 

4. Thring, M.W.: Robots and Telechirs. Ellis Horwood, Chichester (1983) 

5. Burdea, G.C.: Force and Touch Feedback for Virtual Reality. John Wiley & Sons, Inc. (1996) 

6. Sheridan, T.B.: Telerobotics. Plenary Presentation for 10th IFAC World Congress on 
Automatic Control, Munich (July, 1987) 



16 



Robert J. Stone 



7. Sheridan, T.B.: Telerobotics. Automatica (1989) 25(4). 487-507 

8. Fisher, S., Wenzel, E.M., Coler, C., and McGreevy, M.: Virtual Interface Environment 
Workstations. Proceedings of the Human Factors Society 32nd Annual Meeting (1988) 

9. Brooks, F.P.: Grasping Reality Through Illusion - Interactive Graphics Serving Science. 
Proceedings of CHI ’88 (1988). 1-11 

10. Brooks, F.P., Ouh-Young, M., Batter, J.J., and Kilpatrick, P.J.: Project GROPE - Haptic 
Displays for Scientific Visualisation. Computer Graphics (1990) 24(4). 177-185 

11. Vertut, J.: Advances in Remote Manipulation. Transactions of the American Nuclear 
Society (1976) 

12. Wilson, K.B.: Servoarm - A Water Hydraulic Master-Slave. Proceedings of the 23rd 
Conference on Remote Systems Technology, American Nuclear Society (1975). 233-240 

13. Salisbury, J.K.: Controller Arm for a Remotely Slaved Arm. United States Patent, No. 
4,160,508(1979) 

14. Bergamasco, M.: The GLAD-IN-ART Project. In Proceedings of Imagina ‘92 (Edited by 
Le Centre National de la Cinematographie) Monte Carlo, France (1992). II-7 to 11-14 

15. Jones, L., and Thousand, J.: Servo Controlled Manipulator Device. US Patent 3,263,824; 
Northrop Corporation (2 August, 1966) 

16. Angus, J., and Stone, R.J.: Virtual Maintenance. Aerospace (May, 1995). 17-21 

17. Stone, R.J.: lERAPSI - A Human-Centred Definition of Surgical Procedures. Work 
Package 2, Deliverable D2 (Part 1), Revision 1.0; Framework V Contract No.: IST-1999- 
12175 (May, 2000) 




Design Principles for Tactile Interaction 



Ben P. Challis and Alistair D.N. Edwards 

Department of Computer Science, University of York 
York, YOlO 5DD, UK 

{bpc, all stair } 0CS . york. ac.uk 



Abstract. Although the integration of tactile feedback within the human- 
computer interface could have considerable benefits this channel of 
communication is often overlooked or, at most, employed on an ad hoc basis. 
One contributing factor to the reluctance of interface designers to consider using 
tactual feedback is the lack of established design principles for doing so. A 
preliminary set of principles for tactile interface design are described. These 
have been constructed using the findings of a study into the presentation of 
music notation to blind people. 



1 Introduction 

Although we rely on touch to perform many everyday actions, the real potential for 
enhancing such interaction is often neglected and, where tactile feedback is available, 
it is often on an ad hoc basis. Tactile interaction could benefit many computer based 
applications, whether on a stand-alone basis or in support of visual and auditory 
interaction. However, if this is to become a reality, then solid design principles will 
need to be established such that efficient design strategies can be realised. The work 
presented here is a first-step towards achieving this target. Using existing 
psychological knowledge along with results from studies into computer-based tactile 
interaction a number of foundation principles are outlined. 



2 Background 

There are many reasons why users could benefit from the inclusion of haptic 
interaction within a given system. Visually dominated interfaces are commonplace yet 
may not always be the most efficient or intuitive method for performing a given task. 
In the most extreme scenario the graphical user interface simply excludes visually 
impaired users. However, there are also instances where a user needs to control and 
observe a process where the process itself is already providing visual feedback (e.g. 
slide projector, radio-controlled equipment, stage lighting etc.). In these 
circumstances, the user is likely to benefit from some level of increased haptic 
feedback so that their visual attention can be maximised in terms of directly observing 
any changes being made. In certain other circumstances, using a car radio whilst 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 17-24, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 




18 



Ben P. Challis and Alistair D.N. Edwards 



driving for example, a strategic shift in balance from visual toward tactile interaction 
could prove to be safer. 

Given the amount of information that is sometimes presented within graphic 
displays, it could be a real asset to incorporate alternative display methods to help 
reduce potential confusion. Besides helping to alleviate the growing problem of 
overcrowded, and therefore, confusing graphic displays, haptic displays present 
possibilities for providing physical manipulation of controls in a more intuitive 
fashion. Many music applications attempt to emulate the environment that the user is 
likely to be familiar with by providing graphic faders, rotary knobs and push buttons. 
Although these look like controls that might be found on a mixing desk or synthesiser, 
the precision in use that is expected is often lost when trying to manipulate these 
graphic images using a mouse and keyboard. 

The increasing availability of new force-feedback devices presents many 
possibilities for creating 'virtual' displays which could benefit some of the previous 
examples. However, similar solutions could be achieved using dedicated static 
displays and there is therefore a trade-off to be made according to which display 
approach is adopted. With virtual displays, the technology used allows the display to 
be instantly updated or completely altered to meet new requirements within a task. 
Whilst this is an obvious asset from the perspective of flexibility, this exploration 
method cannot provide the user with the finer levels of tactile feedback. Such 
feedback allows us, for example, to discriminate between many types of fine textures 
and tactile patterns, identify and discriminate between raised symbols and to notice 
even small changes in height between separate objects. This kind of feedback is 
available using dedicated static tactile displays although at extra cost in terms of 
producing each display, ft is likely, therefore, that there will be design principles 
which will be common to both approaches along with additional principles which are 
specific to each display type. 



3 Design Principles 

The focus of this research has been on the use of static displays to enhance tactile 
interaction within computer-based systems. An example application for the delivery 
of music notation to blind people has been created [1,2]. The system, called Weasel, 
uses PVC tactile overlays on an Intellikeys touchpad in conjunction with speech 
output and audio output. Results obtained from the close observation of users working 
with the system have been used along with existing psychological knowledge on 
interaction with raised lines [1,2,9], tactile symbols [3,7,11,12] and textures [6,8,10], 
to create a set of fundamental design principles for tactile interaction. 

Graphical music notation can present a large quantity of information which is 
perceived by the reader in a near parallel fashion. Often, much of this information will 
be redundant to a particular learning task so the reader simply ignores that data which 
is unwanted. Non-visual music notations (e.g. braille music and ‘Talking Scores’) 
present exactly the same information but in a serial fashion; effectively, the learner 
must interpret every single instruction before deciding whether it is important to the 
task in hand. 




Design Principles for Tactile Interaction 



19 



Besides producing large amounts of translated instructions, these alternative 
approaches do not assist the reader in forming an adequate mental image of the layout 
of the musical extract that they are working with. A page of music contains a certain 
number of lines of music and each of these lines will have a certain number of bars 
belonging to it. There may be an incomplete or Tead-in’ bar at the beginning along 
with indications as to where one section stops and another starts. These sections might 
need to be repeated and if they do there might be substitute sections (first and second 
time bars) for each repeat. 

All of these elements are invaluable in terms of building an impression of ‘shape’ 
which the reader can easily relate to. Without this, the reader is unable to easily 
communicate to fellow musicians using common terms of reference such as “the third 
line of the first page” or perhaps “from the third bar of the top line to the second-time 
bars”. 

The aim of the Weasel Project has been to address this particular issue by 
presenting this aspect of music notation as a tactile overlay on a touchpad. The user 
can quickly gain an impression of the structural layout of a page of music and then 
interact directly by pressing onto the overlay to retrieve a description of the music 
within a particular bar. This is delivered as either musical playback or a spoken 
description using speech synthesis and the reader has further control over what level 
of detail is presented. 



3.1 Initial Overlay Design 

Vacuum-formed PVC overlays were used in preference to the more common method 
of ‘swell paper’. Although the former are more complex to manufacture, they can 
afford considerable differences in height within the same overlay which ‘swell paper’ 
cannot. The overlays were designed using a very simple visual-to-tactile mapping 
such that each overlay looked like its visual counterpart (see Fig. 1). 




Fig. 1. An example of one of the PVC overlays used 
within the Weasel music notation system. 



20 



Ben P. Challis and Alistair D.N. Edwards 



Each ‘tactile page’ was approximately ‘legal-letter’ size and was presented in portrait 
orientation. A 1.5mm high guideline was provided beneath each line of bars and 
different levels of height were used for barlines (2mm), repeat marks (4mm high dots) 
and the final barline (4mm). First-time and second-time bar areas were represented 
using textures and these were of a lower height than the guideline. Circular symbols 
were occasionally located just beneath the guideline to represent the presence of either 
a dynamic or a number of spoken descriptions. These could be pressed to retrieve the 
description and where more than one item was present the symbol could be double- 
clicked to progress to the next item in the list. 

In addition, there was a control section located at the bottom of the overlay which 
provided access to a menuing system for changing various settings. This was designed 
to be controlled using the index, middle and ring finger of each hand where the left 
hand controlled the selected option and the right hand selected the item within that 
option. 



Foundation Design Principles 

In the initial design stage of the project, the following principles were employed: 

A consistency of mapping should be maintained such that descriptions of actions 
remain valid in both the visual and the non-visual representations. 

An example in music would be a reference to a location such as “The last bar of line 
two on page three”. The same would apply to the relative location of on-screen 
controls including the directions in which they can be moved. 

The tactile representation within an interface should focus on data that is static. 

This was partially due to the lack of dynamic displays that can function at a tactile 
level. However, even if a display was dynamic there would still be a problem in 
notifying the user exactly where within the display a change had taken place. Reliance 
on visual feedback would be defeating the purpose of integrating tactile interaction in 
the first place. 

Height should be used as a filtering mechanism. 

The user should be able to home in on certain information types using height as a 
discriminating feature. 



3.2 User Testing 

The Weasel system has been assessed by a group of six users. All of the users were 
competent musicians who also possessed a good knowledge of the main concepts of 
music notation. Five of the group were sighted and were therefore blindfolded whilst 
using the system and the sixth member was blind. 

The group was first trained to use the system using a series of five overlays which 
gradually introduced the various tactile components used. After this training period. 




Design Principles for Tactile Interaction 



21 



each user was asked to perform a number of tasks using two completely new overlays 
which included all of the tactile components used previously. 

The testing was in two parts. Firstly, the user was asked to explore the new overlay 
and systematically describe each tactile object and its meaning as they located it. After 
this, the user was asked to perform a number of tasks each of which involved 
changing various settings and then moving to specific locations within the music and 
retrieving a description of that particular area. Although the results of these tests were 
quantifiable, observation was regarded as being just as valuable from the perspective 
of understanding how or why certain actions might be complex or confusing to the 
user. 



3.3 Results 

The results from the testing showed that the users were capable of understanding, 
navigating around and interacting with the overlays. However, through general 
observation and comments that were made by users, there were obvious problem areas 
within the interface. It quickly became apparent that the simple mapping used had led 
to the inclusion of quite large uninformative areas. These were such that users often 
seemed confused as to their whereabouts within the overlay. In addition, some of the 
users performed a task incorrectly because they had failed to locate the topmost line of 
music, their actions were, however, accurate within the context of that line. 

Users also exhibited problems with double-clicking which appeared to produce 
quite clumsy actions; this observation was reinforced from general comments on the 
awkward nature of performing a double-click with virtually no haptic feedback. The 
guideline was not as useful in esfablishing an exploration strategy as had been hoped. 
This was, again, probably partly due to the visual-to-tactile mapping that was adopted 
which meant that even though a guideline was available it was still necessary for the 
user to have to leave this to explore other areas. 

These results have led to the expansion of the original three foundation design 
principles to now include the following additional principles: 

Good design will avoid an excess of ‘empty space’ as this is a significant sonrce of 
confnsion. 

The term ‘empty space’ is used in reference to areas on a display that do not 
communicate anything useful to the user. If a user can place a fingertip into a display 
without quickly locating a feature that gives them a meaningful cue they are 
effectively in ‘empty space’. It might not be possible to eradicate this but it should be 
minimised. 

A simple visual-to-tactile mapping is likely to produce many problems and is 
therefore unlikely to be the most efficient design strategy. 

This is not in conflict with the first principle that was described. A consistency of 
mapping can and should be maintained but the likelihood is that the tactile display 
will not actually look like its visual counterpart. 




22 



Ben P. Challis and Alistair D.N. Edwards 



Good design practice should, whenever possible, encourage a specific strategy for 
the exploration of a particular display. 

If the display is to be used in a non-visual way then this principle becomes 
particularly significant. However, even when used in support to a visual display this 
principle remains valid. It would be undesirable for the user to have to visually 
monitor the tactile display to observe their progress within an action. 

Double-clicking is an inappropriate form of interaction within static displays. 

Without haptic feedback, double-clicking can quickly becomes inefficient leading to 
the user perceiving closure when it has not been achieved. Alternative methods using 
multiple points of contact and timed single-presses are being explored as part of the 
Weasel project. 

A display should be sized and orientated such that users are not expected to 
overreach to discover the full extent of the display. 

This may seem obvious but it is surprising how often users will fail to fully explore a 
display when they are unable to see their progress. A suitable maximum display area 
is approximately A4 sized in landscape orientation. 

Tactile objects should be simple. 

When designing objects for use within a graphic display it is possible to employ a 
considerable number of dimensions by which differences can be achieved. Tactile 
interaction can allow subtle changes within a dimension e.g. changes in height, width 
or texture. However, the greater the number of dimensions along which the user is 
expected to notice change, the more complex the object will appear to be to the user. 
Changes along fewer dimensions will make for a more immediately recognisable 
object which will in turn provide a basis for faster and more accurate interaction. 



4 Future Work 

A new design of the Weasel system is currently being implemented which is based 
around the extended set of design principles. ‘Empty space’ is being reduced to being 
no greater than the approximate size of a fingertip and this is being used to also 
provide a more efficient and intuitive strategy for exploration. The new overlays (see 
Fig. 2) are still constructed from PVC but are now presented in landscape orientation. 
The bar-areas and guideline are now integrated into a single strip approximately 
15mm wide and 300mm long. This approach presents the user with a simple left-to- 
right reading strategy which will help minimise the level of exploration that is 
required within the overall display. The height of a normal bar-area is approximately 
the thickness of standard printing paper. Barlines are about the width of a fingertip 
and approximately 1mm high. Repeat marks are presented as ‘ramps’ that rise from 
within the bar-area up to a higher barline of 2mm. 

The controls for the menuing system have not been changed as these appear to 
have functioned quite satisfactorily. However, the lists of options and items now 
‘wrap-around’ rather than terminating at two extremes. Alternative methods to 
double-clicking are being explored within the new design. One such possibility is for 




Design Principles for Tactile Interaction 



23 



the user to press and hold an ‘active’ area and after a short period another action (e.g. 
progressing through a list) will be activated automatically. 



5 Conclusion 

Tactile interaction is often overlooked within interface design even though it could 
prove to be a more appropriate approach to adopt for certain circumstances. Although 
tactile interaction is not unusual within many everyday actions it is still relatively 
novel and perhaps somewhat underused within the human-computer interface. 




Fig. 2. An example of one of the new Weasel overlays. 



Successful integration within computer-based systems is only likely to be achieved if 
an effective design strategy can be employed. It is hoped that the continued 
development of the foundation design principles, as presented here, will form an 
effective basis for interface designers to begin to maximise the potential for tactile 
interaction within their applications. 



Acknowledgements 

This research has been funded by the Engineering and Physical Sciences Research 
Council (award ref 96309035). We would like to thank Intellitools Inc. (55 Leveroni 
Court, Suite #9, Novata, CA. 94949) for providing an Intellikeys touchpad to help 
with the practical aspects of this research. 



24 



Ben P. Challis and Alistair D.N. Edwards 



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8. Lederman, Susan J and Kinch, Denise H (1979). Texture in tactual maps and graphics for 
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Final report. American Printing House for the Blind. 

12. Simpkins, Katherine E (1979). Tactual discrimination of shapes. The Journal of Visual 
Impairment and Blindness. 73(3), 93-101. 




The Haptic Perception of Texture in Virtual 
Environments: An Investigation with Two Devices 



Paul Perm', Helen Petrie’, Chetz Colwell'’^, Diana Kombrot’, 
Stephen Fumer^, and Andrew Hardwick^ 

'Sensory Disabilities Research Unit, University of Hertfordshire 
Hatfield, Hertfordshire.AllO 9AB, UK 
{p.penn,h.l.petrie,d.e. kornbrot }0 he rts.ac.uk 
^Now at the Knowledge Media Institute, The Open University 
Milton Keynes, MK76AA, UK 
^BTexaCT Research, Adastral Park 
Martlesham Heath, Suffolk IPS 3RE, UK 
{ Stephen . turner, andrew . hardwick} 0bt . com 



Abstract. The incorporation of the haptic sense (the combined effects of touch 
and proprioceptive information) into virtual reality (VR) has considerable 
potential to enhance the realism of virtual environments and make VR more 
accessible to blind people. This paper summarises an experiment into the haptic 
perception of texture in VR conducted with a Phantom haptic device. This 
experiment was an extension of a previous experiment involving the IE3000 
haptic device in a programme of research into haptic perception in VR. On the 
basis of the reported work guidelines for the creation of haptic environments 
using textural information for both blind and sighted individuals are presented. 



1 Introduction 

Until recently interaction with virtual environments (VEs) was only viable via the 
visual and auditory senses. The absence of the haptic sense considerably limited the 
realism of VEs. Haptic information is the combination of what we feel through our 
skin (cutaneous information) and what we feel through the position and movement of 
our limbs and joints (kinesthetic information). Loomis and Lederman [6] noted: 
“touch facilitates or makes possible virtually all motor activity, and permits the 
perception of nearby objects and spatial layouf’ (pp 31-2). Furthermore, the inclusion 
of haptic information in VR has great potential to improve blind peoples' access to 
VEs and improve the accessibility of Graphical User Interfaces (GUIs). This could be 
achieved by providing haptic alternatives to visual components of a GUI, for example 
Windows borders, icons and menus 

However, limitations of haptic virtual reality (VR) devices mean that users cannot 
simply interact with virtual objects in the same manner as with their real counterparts. 
The device used to relay the haptic stimulation to the user dictates the nature of the 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 25-30, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 




26 



Paul Penn et al. 



presentation of and interaction with viidual objects. Consequently, one cannot assume 
that the findings from experiments into the haptic perception of real objects will apply 
to the haptic perception of virtual objects. To investigate this issue, Colwell et al [1] 
conducted several experiments investigating the perception of virtual objects and the 
virtual representation of texture using a three-degree of freedom device (i.e. one 
which allows three-dimensional interaction with virtual objects), the Impulse Engine 
3000 (IE 3000) from Immersion Corporation (www.mmersion.com) (Fig. 1). Texture 
was chosen as it is a highly salient object attribute and therefore could be a useful 
means of representing information in virtual environments incorporating haptics. 




Fig. 1. The IE3000 haptic device. 



More recently, the authors have extended this work using the same methodology, 
but a different device: the Phantom l.OA desktop device from SensAble Technologies 
( http://www.sensable.com ) (Fig. 2). One goal of the further research is to assess the 
impact of the particular device used on the perception of virtual objects and textures. 




Fig. 2 : The Phantom 1 .OA haptic device. 



Lederman and her colleagues [2, 3, 4, 5] have conducted extensive research on 
roughness perception for real surface texture. In these experiments the stimuli were 
metal plates with equally spaced grooves cut or etched lengthways into them. The 




The Haptic Perception of Texture in Virtual Environments 



27 



depth profile of these plates is a periodic rectangular waveform. The textures 
provided by the grooves can be defined by three parameters: groove depth 
(amplitude), groove width and the spacing between the grooves (land width). The 
research has indicated that groove width is the most significant determinant of the 
perceived roughness of the textures. With such textures, perceived roughness 
increases as a function of increasing groove width [2,3,4, 5]. 

Simulations of plates featuring rectangular waveforms such as those used by 
Lederman were not adopted in the current research, although this would have been a 
logical move, because of problems arising from the infinitesimally small virtual 
contact point which the interfaces to haptic VR devices entail (see Section 2.2 below). 
This meant that in pilot simulations, the virtual contact point kept catching in the 
comers of the rectangular grooves. Instead, virtual textures featuring sinusoidal 
waveforms were used, as these did not create any catch points. Sinusoidal waveforms 
are defined by two parameters: groove width (period) and groove depth (amplitude). 



2 Experimental Methodology 



2.1 The Methodology for Measuring Subjective Roughness 

The methodology used to measure perceived roughness is a well-known 
psychological technique known as magnitude estimation, devised by Stevens [7]. In 
this technique there are a series of stimuli of known physical characteristics. 
Participants are asked to provide estimates of the magnitude of the roughness of the 
physical stimuli (e.g. textures) by assigning numbers to the roughness they perceive in 
relation to a baseline texture. If one stimulus seems twice as rough as another, it is 
given a number twice as large. So if a person calls the initial (baseline) texture "20", 
then one perceived as twice as rough would be would be assigned the number "40" 
and one half as rough would be assigned the number "10". It is well known in 
psychology that perception of such stimuli produces a power law such that R = P", 
where R is the perceived Roughness as expressed by the magnitude estimates and P is 
some Physical characteristic of the surface (such as such as grit size for sandpaper [8] 
or groove width), n is known as the power law exponent. If this law holds then log 
(R) will be a linear function of log (P) with slope n. Slope n provides us with an 
exponent that describes the rate at which R increases as a function of P. A positive 
exponent indicates that perceived roughness of the stimulus increases with increases 
in the physical parameter the stimuli (i.e. groove width), while a negative exponent 
indicates that perceived roughness of the stimulus decreases with increases in the 
physical parameter (i.e. groove width). 




28 



Paul Penn et al. 



2.2 The Experimental Procedure 

The experiment involved 23 participants, (13 male and 10 female). 10 participants 
were blind, (8 males and 2 females). Of the blind participants 5 were congenitally 
blind, the remaining 5 lost their sight between the ages of 8-42. The ages of the 
participants ranged from 19-54. 

The stimuli consisted of ten virtual plates featuring an area of sinusoidal shaped 
parallel grooves running the entire length of the plate and measuring 4 cm. in width. 
The amplitude of the grooves was constant across the virtual plates at .1 125mm. The 
virtual plates differed in their sinusoidal groove widths, which ranged from .675mm 
to 2.700mm in 10 equal increments of .225mm. 

Interaction with the virtual textures with the Phantom device occurred via two 
different endpoints, a stylus and a thimble. Each endpoint gave access to a simulation 
of an infinitesimally small virtual contact point between the endpoint and the texture. 
In the previous work [I] with the IE3000 device, the participants grasped a small 
spherical cover that was fitted to the end of the device’s arm. 

The participants made magnitude estimates on the ten virtual textures after 
sweeping the stylus/thimble endpoint across the textured surface once only. This 
procedure was repeated six times for each texture and for both the thimble and stylus 
endpoints (the presentation order of the textures was randomly ordered by the 
computer and the order in which the endpoints were used was counterbalanced 
between participants). White noise was played to the participants via headphones 
throughout the duration of the experiment to prevent them from obtaining any audio 
cues to the dimensions of the virtual textures. This procedure replicates Colwell et al 
[ 1 ]. 



3 Summary of Results 



Relationship between Groove Width and Perceived Ronghness. 

The relationship between the perceived roughness of the virtual textures and the 
geometry of those textures was, for the majority of individuals, the opposite of that 
found for the real textures used by Lederman and her colleagues. Lederman [2,3,4, 5] 
found that perceived roughness increased as a function of increasing groove width 
(positive exponent), whereas the results of this experiment indicated that perceived 
roughness increased as a function of decreasing groove width (negative exponent) for 
the majority of the participants. Negative exponents relating groove width to 
perceived roughness have also recently been reported by Wall and Harwin [9]. The 
apparently contradictory result may well result from the fact that the contact point in 
virtual environments is infinitesimally small, and thus much narrower than the groove 
widths of the textures being investigated. Whereas in the experiments with real 
textures, participants ran their fingers over the plates - thus the contact point was 
considerably wider than the groove widths. 




The Haptic Perception of Texture in Virtual Environments 



29 



The Effect of the Endpoint Used. 

The endpoint used with the Phantom exerted a significant effect on the rate at which 
perceived roughness changed as a function of given increments in groove width (the 
exponent in the power law). In this experiment the negative exponent was greater for 
the Phantoms’ thimble than for its stylus endpoint for both blind and sighted 
participants^ 



Variation between Individnals in Perceived Ronghness. 

Although there was no significant difference between blind and sighted people in the 
perceived roughness of the virtual textures, there was a good deal of variation in the 
exponents relating groove width and perceived roughness in both blind and sighted 
participant groups. 



The Effect of the Particular Haptic Device Used. 

The results obtained with the Phantom haptic device differ from those obtained in the 
previous study with the IE3000 [1] in one important respect. In the current 
experiment, more sighted participants individually demonstrated a significant 
relationship between groove width and perceived roughness with the Phantom device 
(9/13 participants, 69%) than with the IE3000 device (7/13 participants, 54 %). Such a 
difference was not observed with the blind participants (90% of blind participants 
showed a significant relationship between groove width and perceived roughness in 
both studies). 

For the participants for whom there was a significant relationship between groove 
width and perceived roughness, the results obtained with the Phantom device replicate 
those found with the IE 3000. For example, exponents did not significantly differ 
between blind and sighted participants for either device. In addition, with both devices 
the majority of participants perceived roughness to decrease with increasing groove 
width. 



4 Guidelines for the Implementation of Texture in Virtual 
Environment 

The reported results have substantial implications for the implementation of textures 
in VEs. The fact that similar trends in the results from the Phantom and the IE3000 
have emerged indicates their applicability to three degree of freedom haptic VR 
devices generally. Designers of haptic VEs should take note of the following points 
when they design VEs that include virtual textures. 

1) To increase perceived roughness, decrease groove width. When using 
textures composed of grooves of a waveform similar to that used in the reported 
experiment, designers need to bear in mind that increases in the groove width of 



' In an earlier publication the stylus attachment was identified as having the larger negative 
exponent. This was an error that went unnoticed during the preparation of the manuscript. 




30 



Paul Penn et al. 



which the virtual texture is composed is predominantly perceived as reductions in 
roughness. 

2) Groove widths can remain the same for blind and sighted users. It is not 
necessary to incorporate further adjustments to the increments between virtual texture 
grooves to produce similar results between blind and sighted users. The popular 
belief that blind people are more sensitive in their sense of touch does not apply 
significantly to these types of textures. 

3) Sensitivity to virtual textures is better with thimble attachment. If optimal 
sensitivity to the virtual textures is required for an application, given the current 
choice between a stylus or a thimble attachment, designers should use the thimble 
attachment. 

4) Provide an adjustment facility for groove widths. Cross platform 
compatibility with future devices will require the facility for the user to adjust the 
increment between the virtual textures groove widths to reflect the discrimination that 
is achievable for the individual with the specific device. 



Acknowledgements 

The authors gratefully acknowledge the assistance of all the blind and sighted 
individuals who took part in these studies. Paul Penn is a Ph.D. candidate supported 
by the ESRC and British Telecommunications. Chetz Colwell is also a Ph.D. 
candidate supported by the ESRC and MA Systems and Control Ltd, UK. 



References 

1. Colwell, C., Petrie, H., Kornbrot, D., Hardwick, A., and Furner, S. (1998). Haptic virtual 
reality for blind computer users. Proceedings of ASSETS ‘98: The Third International ACM 
Conference on Assistive Technologies. New York: ACM Press. 

2. Lederman, S.J., and Taylor, M.M. (1972). Fingertip force, surface geometry and the 
perception of roughness by active touch. Perception and Psychophysics, 12(5), 401-408. 

3. Lederman, S.J. (1974). Tactile roughness of grooved surfaces: The touching process and 
effects of macro- and microsurface structures. Perception and Psychophysics, 16(2), 385- 
395. 

4. Lederman, S.J. (1981). The perception of surface roughness by active and passive touch. 
Buletin of the Psychonomic Society, 18(5), 253-255. 

5. Lederman, S.J. (1982). The role of vibration in the tactual perception of roughness. 
Perception and Psychophysics, 32(2), 109-116. 

6. Loomis, J.M., and Lederman S.J. (1986). Tactual Perception. In K.R. Boff, A. Kiuifman, 
and J. P. and Thomas (Eds.), The Handbook of Perception and Human Performance (pp. 
31-31 31-41). New York: Wiley/Interscience. 

7. Stevens, S.S. (1957). On the Psychophysical law. Psychological Review, 64(3), 153-181. 

8. Stevens, S.S., and Harris, J.R. (1962). The scaling of subjective roughness and smoothness. 
The Journal of Experimental Psychology, 64(5), 489-494. 

9. Wall, S.A., and Harwin, W.S. (2000) Interaction of Visual and Haptic Information in 
Simulated Environments. In S. Brewster and R. Murray-Smith, (Eds.) First International 
Workshop on Haptic sHuman Computer Interaction. Glasgow: University Of Glasgow. 




Haptic Display of Mathematical Functions for Teaching 
Mathematics to Students with Vision Disabilities: 
Design and Proof of Concept 



Frances L. Van Scoy*, Takamitsu Kawai*, Marjorie Darrah^, and Connie Rash^ 

'virtual Environments Laboratory 
Department of Computer Science and Electrical Engineering 
Wes t Virginia University, Mo r gantown. West Virginia. USA 
|fvanscoy0wvu . edut |kawai0csee . wvu . edu| 

^Alderson Broaddus_Colle 2 ejPhili££k_Wes£V^inia, USA 
tdarrah0ab ■ edul [rash0ab . edu| 



Abstract. The design and initial implementation of a system for constructing a 
haptic model of a mathematical function for exploration using a PHANToM are 
described. A user types the mathematical function as a Fortran arithmetic 
expression and the system described here carves the trace of the function onto a 
virtual block of balsa wood. Preliminary work in generating music which 
describes the function has begun. 



1 Problem Statement 

It is difficult to teach some kinds of mathematics without using graphical 
representations of functions. In this paper we describe the design of a proposed haptic 
application and the implementation of a prototype using a PHANToM which will 
allow a blind student to feel the shape of a function being studied. 



2 Related Work 

Some of our previous work has been in constructing PHANToM-based haptic maps 
for mobility training. [1] Other VE Lab members are constructing haptic models of 
atoms. [2] 

In addition we have done work in sonification of basketball game data [3] and 
geographic information systems data [4]. In those projects we have generated music 
designed to represent data interrelationships. 



S. Brewster, R. Mun'ay-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 3 1-40, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



32 



Frances L. Van Scoy et al. 



3 Approach 

Our haptic math software package is designed to allow the input of a function, 
expressed as a Fortran expression such as 

10.0*X**2-2.0*X+1.0 (1) 

Our package parses the textual representation of the function and then evaluates the 
function over an appropriate domain of values. The software then builds a 3-d model 
of a block of material on whose face the trace of the function is carved. The user can 
then use the PHANToM to follow the trace of the function. Optional commands 
allow the user to specify the domain and range to be displayed, the presence or 
absence of the axes, and major and minor tick marks on the axes and major and minor 
grid lines. 



4 Design 

We address the design of the software in two sections: the user interface and the 
implementation of the haptic display. 



4.1 User Interface 

There are two phases to using the software: (1) defining the function to be displayed 
and (2) exploring the function using the PHANToM. The user enters the function 
using the computer keyboard and explores the function with the right hand 
controlling the PHANToM and the left hand optionally entering keyboard commands. 



Initializing the System 

After launching the system, the user is prompted audibly to move the PHANToM to 
its reset position and press the "enter" key. 



Defining the Fnnction 

Using the keyboard, the user inputs the function to be studied, expressed as a Fortran 
arithmetic expression. Currently uppercase letters are reserved for commands, so the 
user must use all lower case letters in entering the expression. 

The system vocalizes the expression that has been typed so the user will know 
what has been typed (and therefore not inadvertently feel the wrong function due to a 
typographical error). The audible message "now you can feel the function" indicates 
when the model of the function has been "carved." 



Exploring the Function 

The user then explores the function using the PHANToM. In the future optional 
audio cues will guide the user to move the PHANToM tip to the function trace. The 




Haptic Display of Mathematical Functions for Teaching Mathematics to Students 



33 



shape of the function can then be followed by moving the PHANToM tip along the 
"carved" groove. 

We assume that the user is right handed and will use the left hand on the computer 
keyboard to enter commands that modify preferences or trigger various audio cues. 

Using the Keyboard for Optional Commands 

The functions to be accessed by the left hand are those shown in Table 1. 



Table 1. Keyboard Commands 



Command 


Meaning 


A 


toggle on/off audio feedback 


R 


vocalize ("read") expression as entered so far 


C 


remember entered expression (imitates ctrl+C for "copy") 


V 


recall remembered exprssion (imitates ctrl+V for "paste") 


s 


enter mode for setting lower bound of domain (X-axis) 


D 


enter mode for setting upper bound of domain 


X 


enter mode to set lower bound of range (Y -axis) 


E 


enter mode to set upper bound of range 


Q 


reset domain and range to default values 


<esc> 


quit the application 



The letters S, D, X, and E were chosen for their relative positions on the keyboard to 
suggest relative position (down, up, left, right) of bounds. When the system is in a 
mode in which it expects a new bound to be entered, typing a valid bound followed by 
"enter" causes the system to return to ordinary mode. 

We anticipate adding other commands that will speak the location of the carved 
function with respect to the tip of the PHANToM, the (x,y) coordinates of the current 
location of the PHANToM tip, or the (x,y) coordinates of the nearest point in the 
function to the current PHANToM location. 



4.2 Architecture of the Application 

The major functional components of the application are the function compiler and the 
haptic modeler. 

Function Compiler 

We have used flex and bison to construct a compiler which translates the function 
definition provided as a character string by the user into a tree which can then be used 
to evaluate the function for various values in the domain. In the tree, the internal 
nodes are the operators and the leaves are the operands. For example, the function 
given in expression (1) is translated into the tree shown in Figure 1. 

We support six arithmetic operations, addition, subtraction, multiplication, 
division, exponentiation (expressed by both ^ and **), and unary minus; the sine. 





34 



Frances L. Van Scoy et al. 



cosine, and tangent functions and their inverses (sin, cos, tan, asin, acos, atan); and 
logarithm, absolute value and square root (log, abs, sqrt). 







1.0 



* 

/\ 



10.0 



A 



2.0 X 






X 2 



Fig. 1. Internal Tree Representation of Arithmetic Expression. 



Haptic Modeler 

Let f be the function the user wishes to explore hapticly. For each pair (valueX, 
valueY), where value Y=f(valueX), we construct five points in (x,y,z) space as 
follows: 

(valueX + offsetX, offsetY, 0.0) 

(valueX + offsetX, valueY + offsetY - gapY, 0.0) 

(valueX + offsetX, valueY + offsetY, depthZ) 

(valueX + offsetX, valueY + offsetY + gapY, 0.0) 

(valueX + offsetX, sizeY + offsetY, 0.0) 

We then build eight triangles for each x-value. Four of them are shown in gray in 
Figure 2. These triangles are all co-planar. 




Haptic Display of Mathematical Functions for Teaching Mathematics to Students 



35 




Fig. 2. Strip of Triangles Representing Uncarved Surface. 

Four other triangles are constructed in the gap between the two pairs of triangles 
shown in Figure 2. 




Fig. 3. Strip of Triangles in Which Middle Four Triangle Represent Carved Region. 

They form a v-shaped trench below the plane of the previous triangles, which is the 
groove traced by the PHANToM. This is shown in Figure 3. 



36 



Frances L. Van Scoy et al. 



5 Implementation 



We have a working prototype which allows the user to input a function and then 
explore the carving of the function using the PHANToM. 

The current system includes some simple voice prompts. Initially the system 
speaks, "Welcome to Haptic Math! Place the PHANToM in its reset position and 
press <ENTER>." 

When the user presses the "R" key, the systems speaks "Expression" followed by a 
character by character reading of the current function, as entered so far. 

When the user presses the <enter> key after entering a function, the system 
responds with "Displaying the following expression," followed by a reading of the 
function definition, followed by "Now you can feel the function." 



6 Future Work 

We are currently refining this system by implementing additional keyboard 
commands as indicated in the design and adding error checking (for the syntax of the 
user’s function and for domain and range values). 

More substantive enhancements including adding the ability to carve multiple 
functions on one virtual block of wood, generating musical melodies which describe 
the shape of the function, and developing functionality for actual classroom use. 



6.1 Carving Multiple Functions on One Block 

We have encountered two problems in displaying grid lines along with the function: 
our initial triangle-based method of constructing the carved groove doesn’t easily 
extend to creating multiple grooves and it is difficult for the user to recognize which 
direction to move the PHANToM at a point where the function and a grid line 
intersect. We are trying several approaches, including using different shapes for the 
carving of the grid and the function (that is, a V-shaped groove for one and a U- 
shaped groove for the other) and using vibration rather than a carved line to indicate 
when the PHANToM tip is near a grid line. One approach we have tried is the 
following. 

1 . Create a flat rectangular polygon that will be the top surface of the block. 

2. Create a hole for the function curve (e.g. f(x) = x) inside the polygon created in 
step 1., by applying the Boolean subtraction operation on the polygons (the 
polygon(s) has its hole(s) as its attribute) as shown in Figure 4. 




Haptic Display of Mathematical Functions for Teaching Mathematics to Students 



37 




Fig. 4. Flat Rectangular Polygon with Hole for Function. 

3. By applying the Boolean subtraction operation further, deform the hole shape so 
that it contains the X-axis shape as shown in Figure 5. (If the function curve has 
multiple intersections with the X-axis, the isolated part will appear inside the polygon. 




Fig. 5. Deformation of Hole to Contain X-axis Shape. 



4. Apply a polygon triangulation to the polygon of the previous step as shown in 
Figure 6. This generates a triangle polygon set necessary to pass the shape data to the 
gstTriPolyMesh function that implements generic geometry in the GHOST 
library. 




Fig. 6. Triangle Polygon Set. 

5. Next, extrude the above polygon to the z-direction and create the side polygons of 
the groove as shown in Figure 7. 





38 



Frances L. Van Scoy et al. 




Fig. 7. Result of Extrusion of Polygon. 

6. In the end, attach a rectangular polygon as a bottom of the groove as shown in 
Figure 7. Eventually, every appearing rectangular polygons also will be decomposed 
by its diagonal line into two adjacent triangular polygons and passed to 

gstTriPolyMesh function. 




Fig. 8. Final Version of Carving. 

Thus we can carve the groove using any types of strokes. The advantage of this 
method is that we can use various shapes for the bottom of the groove and the cross 
point of the groove (just adding a big rectangular polygon in the end). 

6.2 Sonification 

Sonification is the use of nonspeech audio to convey information [5]. Our interest is 
primarily in generating Western style music from numeric data. 

Our general approach is as follows. We choose an appropriate domain and range 
for a function and determine the number of quarter notes we wish to generate. We 
then divide the domain into n subintervals, marked by Xq, Xi, . . . , x,,. We sample the 
function at each of these domain values and then map each f(xi) to a numeric value 
between -12 and 12, using a linear mapping scheme which maps the lower and upper 
bounds of the range to -12 and 12. We then map the integers in the range -12 to 12 to 
the notes in the Western chromatic scale between the C below middle C to the C 
above middle C. Table 2 shows the result of such sampling and mapping for 

f(x) = sin(x) 

The result is the music shown in Figure 9. 



( 2 ) 



Haptic Display of Mathematical Functions for Teaching Mathematics to Students 



39 



Table 2. Assignment of Notes to Sine Function Evaluated at 26 Domain Values between 0.0 
and 6.25. 



X 


0.0 


0.25 


0.50 


0.75 


1.00 


1.25 


1.50 


1.75 


2.0 


Y 


0.0 


0.25 


0.48 


0.68 


0.84 


0.95 


1.00 


0.98 


0.91 


12*y 


0 


3 


6 


8 


10 


11 


12 


12 


11 


Note 


c 


D# 


F# 


G# 


A# 


B 


C 


C 


B 



X 


2.25 


2.50 


2.75 


3.00 


3.25 


3.50 


3.75 


4.00 


4.25 


Y 


0.78 


0.60 


0.38 


0.14 


-0.11 


-0.37 


-0.57 


-0.76 


-0.89 


12*y 


9 


7 


5 


2 


-1 


-4 


-7 


-9 


-11 


Note 


A 


G 


F 


D 


B 


Ab 


F 


Eb 


Db 



X 


4.50 


4.75 


5.00 


5.25 


5.50 


5.75 


6.00 


6.25 


Y 


-0.98 


-1.00 


-0.96 


-0.86 


-0.71 


-0.51 


-0.28 


0.00 


12*y 


-12 


-12 


-12 


-10 


-9 


-6 


-3 


0 


Note 


C 


C 


C 


D 


D# 


F# 


A 


C 



rH r-h-i 


1 1 1 1 1 1 , ^ 




-| ^ r f 


- 1 






— 1 u m 


mr 


w m M 






u Dj 


1 


1 ■ • ■ 




ft w p* " ' 


1 


1 


9 

r k 













i 

















'tVM L 1 1 




^ n ^ r» 


n w w w — 






y'T i i 


j 


F flf tf 


1 5 5 5 






'll ^ 


III" ^ 



Fig. 9. Music Generated from Sin(X), where 0.0 < X < 6.25, in Radians. 



Our intent is to generate such music automatically from the function, domain, and 
range given by the user as an enhancement to the haptic math system. 



6.3 Enhanced User Interface and Cnrricnlnm Application 

We continue to refine the user interface design based on consultation with teachers 
and others with limited vision. 

There are three possible further steps for the project. We could develop a full 
haptic graphing calculator. Alternatively, we could add functionality for assisting in 
teaching specific mathematics courses. For example, we could add a front end that 



40 



Frances L. Van Scoy et al. 



would allow the user to build parameterized conic sections, or we could display not 
only the trace of a function but also its derivative. 

We are also exploring working with K-12 teachers about potential related 
applications to curricula in geography, statistics, and astronomy. 



Acknowledgements 

This work is supported by the EPSCoR programs of the National Science Foundation 
and the state of West Virginia and the West Virginia University Department of 
Computer Science and Electrical Engineering. 

The authors acknowledge with gratitude the advice of William Carter, professor of 
education at Marshall University, on user interface issues and future curriculum uses. 
We also acknowledge the work of Chris Coleman, a WVU undergraduate art student 
and member of the VE Lab, in producing a video of the project. As part of her 
masters research, WVU computer science graduate student Sunitha Mutnuri is using 
the t2mf and mf2t packages from Piet van Oostrum at the Uniersity of Utrecht. We 
anticipate using her expertise to add automatic generation of music to our system. 

Documentation on these packages can be found at 

^tt£^£^^wxsmonl^ub/MlD1^^0G^AMS/MSDOS/mCtdoc. 

PHANToM is a registered trademark of SensAble. 



References 



1. Van Scoy, Frances L., Baker, Vic, Gingold, Chaim, EMartino, Eric, and Darren Burton: 

"Mobility Training using a Haptic Interface: Initial Plans," PHANToM Users Group, 
Boston, Massachusetts, October 10-12, 1999. 

2. Harvey, Erica, and Gingold, Chaim: "Haptic Representation of the Atom," Proceedings of 
Information Visualisation 2000, London, July 19-21, 2000. pp. 232-238. 

3. Van Scoy, Frances L.: "Sonification of Complex Data Sets: An Example from Basketball," 
Proceedings of VSMM99 (Virtual Systems and MultiMedia), Dundee, Scotland, September 
1-3, 1999, pages 203-216. 

4. Van Scoy, Frances L.: "Sonification of Remote Sensing Data: Initial Experiment," 
Information Visualisation 2000, London, UK, July 19-21, 2000. pp. 453-460. 

5. Kramer, Gregory et ah: Sonification Report: Status of the Field and Research Agenda, 
prepared for the National Science Foundation by members of the International Community 
for Auditory Display, 1997, available at 
http://www.icad.Org/websiteV2.0/References/nsfhtml . 



Haptic Graphs for Blind Computer Users 



Wai Yu, Ramesh Ramloll, and Stephen Brewster 

Department of Computing Science, University of Glasgow 
Glasgow, G12 8QQ,U.K. 

{ rayu, ramesh, Stephen } 0dcs . gla . ac . uk 
http : //www ■ dcs ■ gla ■ ac ■ uk/~rayu/home ■ html 



Abstract. In this paper we discuss the design of computer-based haptic graphs 
for blind and visually impaired people with the support of our preliminary 
experimental results. Since visual impairment makes data visualisation 
techniques inappropriate for blind people, we are developing a system that can 
make graphs accessible through haptic and audio media. The disparity between 
human haptic perception and the sensation simulated by force feedback devices 
is discussed. Our strategies to tackle technical difficulties posed by the 
limitations of force feedback devices are explained. Based on the results of 
experiments conducted on both blind and sighted people, we suggested two 
techniques: engraving and the use of texture to model curved lines on haptic 
graphs. Integration of surface property and auditory cues in our system are 
proposed to assist blind users in exploring haptic graphs. 



1 Introduction 

We are currently conducting an EPSRC funded project (Multivis) aimed at providing 
access to complex graphical data, i.e. graphs and tables, for blind and visually 
impaired people. A multimodal approach, using sound and touch, is adopted in this 
research. Traditionally, graphs and diagrams are presented in Braille, and raised dots 
and lines on the swell-paper. Several problems are associated with this kind of graph 
presentation technique. Firstly, only a small proportion of blind people has learned 
and uses Braille (only 26% of blind university students use it). Secondly, the 
resolution and the accuracy of the raised graphs and diagrams are fairly low so that 
blind people can only get a rough idea about the content. Thirdly, complex details on 
the graph are difficult to perceive and become rather confusing. Fourthly, dynamic 
data, which could change frequently, caimot be represented by the traditional 
approach. Finally, no assistance is available to blind people when exploring the graph 
so that this process becomes quite time consuming and tiring. Therefore, we would 
like to tackle these problems by using computer technology, such as force feedback 
devices, 3D sound and computer assistance to help blind and visually impaired people 
to access graphs and diagrams. In this paper we focus on the current state of our 
research and discuss future work on haptic graphs. 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI, LNCS 2058, pp. 41-51, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 



42 



Wai Yu, Ramesh Ramloll, and Stephen Brewster 



1.1 Haptic Perception 

Touch or haptic perception is usually considered as a secondary sensory medium to 
sighted people although it is very important in our daily lives. We need touch 
feedback to manipulate objects successfully and effectively, for instance grasping a 
cup of coffee and turning the door handle. Touch is even more crucial for visually 
impaired people and becomes their primary sensory feedback. Haptic receptors are 
located all over our body and have been classified into two main categories: cutaneous 
and kinesthetic. Cutaneous receptors reside beneath the surface of the skin and 
respond to temperature, pain and pressure. Kinesthetic receptors are located in 
muscles, tendons and joints, and correspond to the position of limbs and their 
movement in space [1]. 



1.2 Touch and Force Feedback Devices 

Force feedback devices are available to provide a haptic channel of information 
exchange between humans and computers. Ramstein et al. have developed the PC- 
Access system which offers auditory information (non-verbal sounds and voice 
synthesis) reinforced by the sense of touch via a force feedback device called the 
Panograph to enhance users' productivity, increase their satisfaction and optimise their 
workload [2]. More recently, Grabowski and Earner have investigated the use of a 
combination of the sense of touch, using the PHANToM haptic device, and 
representative soundscapes to develop visualisation aids for blind and visually 
impaired individuals [3]. 

Most current force feedback devices can provide movements in either 2D or 3D 
space. Commonly, users need to insert one of their fingers into a thimble or hold a 
stylus attached to one end of the mechanical linkage, which is coupled with electrical 
motors at the other end, to feel the reaction force (Figure 1). By tracking the position 
of the thimble or the tip of the stylus, contact and interaction with virtual objects can 
be represented by the appropriate force generated from the motors. Therefore, force 
feedback devices are good at simulating kinesthetic sensory information but not at 
cutaneous sensation [4]. Only a single point contact can be produced which means 
that only the interaction force corresponding to users' finger tip is simulated by the 
devices. This is a huge bandwidth reduction on the haptic channel when compared 
with the number of haptic receptors in human body. By using force feedback devices, 
people can manipulate virtual objects, and feel their shape and weight. However, 
detailed and realistic texture on an object is difficult to reproduce due to the limitation 
of single point contact. 

This limitation in the force feedback devices has a major effect on our haptic graph 
representation. Braille, and raised dots and lines used in the tactile graphs rely on 
users' sensitive and rich cutaneous receptors in the fingers. By pressing a finger on 
the embossed objects, the skin is deformed and gives a tactile perception of the shape 
and size of the objects. However, in the virtual haptic graphs, users only have a single 
point contact which will not give instant information about the property of the object 
being contacted. Therefore, constructing graphs by using embossed objects can cause 
various problems which will be explained in the following sections. 




Haptic Graphs for Blind Computer Users 



43 




Fig. 1. A PHANToM device with overlaid arrows showing all possible movements. 
(PHANToM is a product of SensAble Technologies, Inc.). 



2 Preliminary Studies 

Several pilot studies have been conducted in the Department of Computing Science at 
the University of Glasgow [5]. These studies were to investigate the use of a force 
feedback device (PHANToM) to provide haptic representation of line graphs and bar 
charts. The main areas investigated include: (1) whether users can obtain general 
information about the graph, (2) effect of haptic gridlines on providing data values on 
the graph, and (3) whether users can distinguish different lines based on various levels 
of surface friction. The results have shown that users were able to get a general idea 
about the layout of the graph through the developed haptic interface. However, not all 
the users were able to use the gridlines to find the maximum and minimum points on 
the lines. Moreover, some users found them disturbing when exploring the graphs. 
The effect of different friction levels on the lines was not obvious because some users 
had problems distinguishing the difference. Users were often confused when 
exploring complex graphs and as a result an incorrect layout of the graph was 
perceived. This is undesirable and contradicts the aim of the haptic interface, which is 
supposed to be an aid to blind people. 

Therefore, the haptic interface has been modified and an experiment was conducted 
to investigate the effect of the change on haptic graph exploration [6]. The levels of 
friction were reduced into two: sticky and slippery. A toggling feature was 
implemented on haptic gridlines so that users can turn them on/off whenever they 
like. The hypotheses here were: 

! V The distinctive friction key can be used to distinguish separate lines on the 
graphs. 

! V Toggled gridlines will provide an effective means of measurement and 
reference within the graphs. 



44 



Wai Yu, Ramesh Ramloll, and Stephen Brewster 



2.1 Experiment Set Up 

Several line graphs were created for this experiment (Figure 2). In common, two lines 
were displayed on a graph and they were either located separately or cross- 
intersecting each other. Two different friction properties were applied to the lines and 
they were classified as sticky and slippery. The lines were made up by cylinders, 
which are one of the primitive shapes supported by the GHOST programming SDK. 
Therefore, straight-line approximation was used to construct simple line graphs. All 
the lines were half sub-merged into a fiat surface and thus a semi-circle cross-section 
was formed on all the line models. Due to the circular cross-section of cylinders, 
users can feel the jagged comer at the joints of the graph lines. 





Fig. 2. Examples of the graphs used in the experiments. (They show the sticky and slippery 
lines, X and Y axes, and gridlines.). 



Both sighted and blind people were recruited as participants for this experiment. 
Ten sighted participants were used and nine were male. Most of them were from a 
postgraduate course in I.T. Their ages range from 20 to 35. Five blind participants 
were invited from a local organization for blind people. Their ages were between 30 
and 71 and they had different education backgrounds. It was hoped that ten blind 
participants could have been obtained but only five participants volunteered to take 
part in the event. Such a small number is insufficient to provide any statistically 
meaningful results but some implications can still be obtained from the experiment 
results. 

Training was given to the participants to familiarize them with the PHANToM 
device and the features of the graphs. They had one minute on each of the following 
graphs, (1) a blank graph, (2) a graph with two parallel lines and (3) a graph with 
intersecting lines. Therefore they were introduced to the general layout of the graphs, 
friction key, toggled gridlines and the potential problems of jagged corners. The 
sighted participants were not allowed to see the graphs on the computer screen 
throughout the training and experiment sections. 

The experiment was divided into two parts. Part 1 was designed to test the friction 
key. Participants had to explore two graphs in one minute each. Each graph had two 
parallel lines. At the end, participants needed to identify the sticky and slippery lines 
and the steeper of the two lines on each of the two graphs. 

Part 2 was concerned with testing the toggled gridlines as well as further testing the 
friction key and general perception of the graphs. Sighted and blind participants had 
different designs of the experiment procedures and measurements. For the sighted 





Haptic Graphs for Blind Computer Users 



45 



participants, four minutes were given on each of the six graphs which had cross- 
intersected lines. During the four-minute exploration, sighted participants needed to 
obtain the co-ordinates of the maximum and minimum points of each line based on 
the gridlines. After the exploration, participants were asked to make a sketch of the 
perceived graph. For the blind participants, only four graphs were given with six 
minutes exploration time on each. This was because the number of measurements 
was increased and the experiment had to be kept to a reasonable length. Sketches 
were not required but participants had to identify and estimate the X and Y co- 
ordinates of the maximum and minimum values of each line. They were also asked to 
determine the locations where the lines crossed the axes (if different from the 
max/min co-ordinates) and the crossover points if there was any time left. 

All the cursor activities, which are the movements of the PHANToM's stylus, were 
recorded and saved into a log file. They provided the traces of participants' behaviour 
during the graph exploration and thus became useful at the stage of data analysis. 

After completing parts 1 and 2, all the participants were asked to fill out a 
questionnaire which was concerned with four areas: 

! V The perceived difficulty of the tasks 
! V The effectiveness of the gridlines 
! V The usefulness of the toggling gridlines feature 
! V The effectiveness of the friction key 

Participants were asked to rate each area on a scale of one to ten and give any 
comments on the experiment and the interface in general. 



2.2 Results 

In the thirty tests carried out on both sighted and blind participants to distinguish the 
lines by their surface friction, 93.3% of the responses were correct (Figure 3). Large 
variation was found on participants' feedback on the questionnaire (Figure 4). The 
mean rating is 6.5. This difference could be because the usefulness of the friction key 
was hindered by other factors, such as complexity of the graphs and the line modeling 
technique. Despite this difference, the friction key was effective at indicating 
different lines on a simple graph, provided there are no other sources of confusion. 

No conclusive results supported the effectiveness of the gridlines which was 
judged on the participant's performance in estimating the maximum and minimum 
values of the graph lines. Sighted participants' rating on the questionnaire matched 
their performance. However, blind participants gave a very high rating even though 
the majority performed poorly. The mean rating of the effectiveness of the gridlines 
was 7 out of 10 (Figure 5). The result showed that when participants were confident 
of the shape and layout of the graphs then the gridlines could be used effectively. 
However counting the gridlines is often affected by the obstruction of other lines on 
the graph. 




46 



Wai Yu, Ramesh Ramloll, and Stephen Brewster 




Fig. 3. Correct Distinction of Lines according to Friction in Part 1 (sighted participants: 1-10; 
blind participants 11-15). 




Fig. 4. Participants' rating on the effectiveness of the friction key (sighted participants: 1-10; 
blind participants 11-15). 




Fig. 5. Participants' rating on the effectiveness of the gridlines (sighted participants: 1-10; blind 
participants 11-15). 

Sighted and blind participants had different ratings on the effectiveness of toggling 
gridlines (Figure 6). Nine out of ten sighted participants rated its effectiveness as 8 or 



Haptic Graphs for Blind Computer Users 



47 



greater out of 10. On the other hand, three blind partieipants chose not to use the 
toggling feature and thus no conclusion can be drawn. However, it was noticeable 
that the participants who made most use of it tended to produce the most accurate 
results. 




Fig. 6. Participants' rating on the usefulness of the toggling gridlines (sighted participants: 1-10; 
blind participants 11-15). 



2.3 Discussion 

Three main issues were investigated in the experiment. Using friction key was shown 
to be useful to distinguish different lines on a simple haptic graph but become less 
effective in a complex graph. Some participants were confused by the cross 
intersection points between two lines. They thought the graph consisted of two 
separate lines combining sticky and slippery parts. This can be seen from the sketch 
drawn by the participants after the graph exploration (Figure 7b). Effect of the 
friction key was hindered by the embossed cylindrical lines. The line modeling 
technique, which simply joined cylinder objects together, caused this confusion. 
Participants found it hard to keep their pointer on the line, especially at the comers 
and the end points of the lines (Figure 7c). This increased the difficulty of tracing the 
trend of the lines and instead participants struggled to figure out the shape of the line 
model. Therefore, this simple line modeling technique caimot provide users with 
effective graph exploration but obstructs users from perceiving correct infonnation 
about the graph. Different line modeling techniques which can produce curved lines 
and smooth joints are required. 

Gridlines provide an aid to find the values on a haptic graph. However, the 
experiment results showed that they were not very effective and not every participant 
could use them easily. There are four fundamental problems associated with this kind 
of haptic gridlines. First of all, the uneven surface caused by the raised gridlines may 
distract users from searching the data lines. Secondly, gridlines are often overlapped 
by data lines and thus become very difficult to count. Thirdly, they only provide 
approximate values which are not so useful when exact values are required. Finally, it 
is very time consuming to count the gridlines because users need to remember the 
counted numbers in cases of comparing different points on the lines. Therefore, it is 
very difficult to provide exact values of the points on graphs through the haptic 




48 



Wai Yu, Ramesh Ramloll, and Stephen Brewster 



interface. Another sensory modality e.g. sound, is needed to solve this problem. 
Synthesized speech could be used to speak out the value when users press a key on 
the keyboard or the switch on the PHANToM's stylus. 




(a) 




(b) 




(c) 

Fig. 7. (a) the actual graph, (b) participant perceived graph, and (c) cursor log of a participant's 
exploration trace, (problems at corners are represented by the chaotic trace of the cursor 
position.). 

Although the number of blind participants involved in the experiment is quite 
small, it did raise some issues on choosing participants for future experiments. Blind 
people's age, educational background and knowledge of mathematics and graphs may 




Haptic Graphs for Blind Computer Users 



49 



affect their performance in the experiment. Moreover, perception of graphs may vary 
from people blind from birth and people blind in the later stage of their life. 
Therefore, the experimenter needed to explain x and y axis and co-ordinate values to 
participants who have congenital blindness and have not much knowledge on graphs. 
On the other hand, an adventitiously blind participant managed to explore the graphs 
quickly and locate the maximum and minimum values accurately. Therefore, a 
homogenous group of blind participants, who are of a similar age and have similar 
experience on graphs, will be required to test or to evaluate further the effectiveness 
of the haptic interface. 



3 Future Work 

Issues of future research are raised based on the implications obtained from the 
preliminary studies: 

! V Developing different techniques to model curved lines; 

! V Solving user confusions at intersection points between several lines; 

! V Using surface friction/texture to distinguish multiple lines; 

! V Investigating methods to provide a quick overview of graphs; 

! V Incorporating other sensory modalities into the haptic interface. 

As shown in the experiment's results, the line modeling technique using cylinder 
objects, which are simply jointed together, does not give users a smooth sensation at 
the joints. The single point contact given by PHANToM also contributes to this 
problem because the user's pointer cannot stay on the surface of the cylindrical objects 
easily. It clearly shows that traditional emboss technique used to present text and 
diagrams to blind people is not suitable for force feedback devices. Instead, an 
engraving technique is proposed here to present line graphs on the haptic interface. 
Curved lines can be represented by a groove on a flat surface so that users can easily 
locate and follow the track of the groove (Figure 8). Techniques of modeling and 
joining this kind of groove segments by polygons have been developed. Initial testing 
showed this technique is effective and can solve the problems stated above. However, 
further improvement is needed in order to handle multiple lines. 

The problem with intersections between multiple lines is that users get confused 
when they reach the crossover points. They may lose their sense of direction at the 
junction where two lines intersect. There are various ways to solve this problem. All 
the lines on the graph can be displayed selectively, therefore when the user's pointer is 
moving in a groove, the other lines can be automatically hidden from the user so that 
smooth transitions can be provided. Alternatively, different textures can be applied 
on the surfaces of the grooves so that users can tell which groove they are supposed to 
follow by distinguishing the different sensation. In addition, sound hints can be 
produced by giving auditory feedback when users switch between grooves. 




50 



Wai Yu, Ramesh Ramloll, and Stephen Brewster 




Fig. 8. Engraved line on a flat surface. 

There are many different parts on a graph so that various surface textures can be 
applied in order to tell them apart. Since preliminary results have shown that users 
can distinguish different frictions applied on the lines, mixtures of friction and texture 
can be used as a distinctive feature of an object. Using surface texture not only can 
solve the confusion of multiple lines but also gives an indication of different parts of 
the graph so that users will know where they are on the graph. Investigation is needed 
here to identify which type of texture can be easily perceived by users via the 
PHANToM because force feedback devices are generally not good at presenting 
cutaneous sensation [4]. 

When blind people are exploring an unknown object, they often want to know the 
outline of the object by touching it. The same situation applies to graph exploration 
where blind users would like to know the boundary and dimensions of the graph 
before feeling the other objects in detail. As the limitation of single point contact, 
information received by blind users is fairly localised and restricted at that instant of 
time. Therefore, blind users need to spend a longer time in order to get a general idea 
about the layout of the line graph. An effective way of presenting the overview of the 
line graph will shorten the time required in this process and give blind users a better 
understanding about the graph. Using non-speech sound to provide this kind of quick 
overview is being investigated. 

Using force feedback devices opens a door to graph access for blind people, 
however, it has some limitations, such as low accuracy and limited bandwidth, so that 
some information cannot be represented in haptics effectively. For blind people, 
hearing is another important sensory medium therefore auditory feedback can be 
introduced into the haptic interface to present information either explicitly by using 
synthesized speech or implicitly using non-speech sounds. The multimodal approach 
is used in this research project to provide blind people with access to graphical 
information. 



4 Conclusion 



In this paper, we introduced our research work on developing a multimodal system to 
make graphs accessible to the blind and visually impaired people. Some preliminary 
studies have been carried out to evaluate the usefulness of the PHANToM force 



Haptic Graphs for Blind Computer Users 



51 



feedback device in providing this haptic information. Issues in presenting line graphs 
on the developed haptic interface were discussed with the support of the results 
obtained from experiments. The PHANToM has been proved to be good at providing 
kinesthetic rather than cutaneous sensation. The single point contact provided by 
PHANToM is inadequate when used on embossed line graph objects. Therefore, 
different line graph modeling techniques, which engrave data lines on a flat surface, 
have been developed to solve this problem. Friction and surface textures were shown 
to be useful to distinguish different objects on the line graph, whereas, toggled 
gridlines were unable to provide approximate values on the lines easily to the users. 
Users could get a general idea about the layout of the line graph through the 
developed haptic interface. However, it also indicated that the line graph perceived 
by the users is often distorted and inaccurate due to the limitations of the force 
feedback device and the modeling technique. The implications of the preliminary 
studies have inspired the future development of this research work. The issues of 
presenting line graphs more effectively to blind people were discussed. In conclusion, 
haptic interface are useful to provide graph information to blind computer users, 
however, its limitations indicate that a multimodal approach would be more 
appropriate and effective for our work. 



Acknowledgments 

The authors would like to thank the Glasgow and Western Scotland Society of Blind 
for its participation in the experiments. This research work is funded by EPSRC 
Granf GR/M44866, ONCE (Spain) and Virtual Presence Ltd. 



References 



1. Klatzky, R.L., and Lederman, S.J. (1999). The haptic glance: A route to rapid object 
identification and manipulation. In D. Gopher and A. Koriats (Eds.) Attention and 
Performance XVII. Cognitive regulations of performance: Interaction of theory and 
application, (pp. 165-196). Mahwah, NJ: Erlbaum. 

2. Ramstein C., Martial O., Dufresne A., Carignan M., Chasse P., and Mabilleau P. (1996). 
Touching and Hearing GUI's: Design Issues for the PC-Access System. Second Annual 
ACM Conference on Assistive Technologies, pp 2-9. 

3. Grabowski, N.A., and Earner, K.E. (1998). Data Visualisation Methods for the Blind Using 
Force Feedback and Sonification. Part of the SPIE Conference on Telemanipulator and 
Telepresence Technologies V, Boston Massachusetts, pp 131-139. 

4. Oakley, I., McGee, M.R., Brewster, S.A., and Gray, P.D. (2000). Putting the feel in look and 
feel. In ACM CHI 2000 (The Hague, NLX ACM Press Addison- Wesley, pp 415-422. 

5. Pengelly, H.L. (1998). Investigating the Use of Force- feedback Devices in Human- 
Computer Interaction, Masters dissertation, Department of Computing Science, University 
of Glasgow, 1998. 

6. Flisch A. (1999). Investigation of the Effectiveness of a Haptic Graph Interface, Masters 
dissertation, Department of Computing Science, University of Glasgow, 1999. 




Web-Based Touch Display for Accessible 
Science Education 



Evan F. Wies', John A. Gardner^, M. Sile O’Modhrain*, 
Christopher J. Fiasser*, and Vladimir L. Bulatov^ 

* Immersion Corp oration, 801 Fox Lane, San Jose , CA 95131, USA 
^ha££er£i^mer£i2^^_com| 

^ Science Access Project, Oregon State University, 301 Weniger Hall 
C orvallis, OR 97331-5607 USA 
^^hm^gardnerOorst^^^^ 



Abstract. Inaccessibility of instructional materials, media, and technologies 
used in science, engineering, and mathematics education severely restricts the 
ability of students with little or no sight to excel in these disciplines. Curricular 
barriers deny the world access to this pool of potential talent, and limit 
individuals' freedom to pursue technical careers. Immersion has developed a 
low-cost force-feedback computer mouse. This haptic display technology 
promises fundamental improvements in accessibility at mass-market prices 
(sub-$100). This paper presents the results of an investigation into the potential 
benefits of incorporating haptic feedback into software intended for college and 
high school physics curricula. 



1 Introduction 

Physics, chemistry, engineering, and mathematics curricula are full of abstract 
principles and physical concepts, many of which are inherently dynamic in nature. 
Examples cross all disciplinary boundaries in the sciences and engineering, and 
include gravity, inertia, springs, damping, friction, momentum, fluid flow, pulleys, 
centrifugal force, gyroscopic motion, chemical bonding, and magnetism. Our 
interaction with such systems is most often mediated by direct physical contact 
(lifting objects against the force of gravity, rotating tools and feeling inertial forces, 
etc.) As such, our understanding of many dynamical systems is coupled to our haptic 
senses, which in turn are finely tuned to interpret dynamic properties in our 
environment. 

This work explored the feasibility of making force-feedback simulations available 
to blind and visually impaired students over the World Wide Web as part of science 
education cunicula. This included the development of enabling software technology 
to take advantage of a new low-cost force-feedback mouse (manufactured by Logitech 
under license from Immersion Corporation) and a demonstration curriculum module. 
A panel that included both educational experts and blind students was then recruited 
for a pilot study to assess this module. 



S. Brewster, R. Mun'ay-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 52-60, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



Web-Based Touch Display for Accessible Science Education 



53 




Fig. 1. Logitech Wingman Force Feedback Mouse 



2 Related Work 

Though haptic feedback is a relatively new modality for HCI, its potential for 
providing access to GUIs for blind computer users was recognized early on and has 
been explored by many researchers. Broadly speaking, these efforts can be divided 
into two strands, projects which have concentrated on rendering the components of 
the 'environment', the GUI itself [1], [2], [3], and those which have focused on 
rendering 'content', the non-text information that might be produced by applications 
such as mathematical packages etc. [4], [5], [6], [7]. Two further studies have 
specifically addressed issues related to haptic rendering of objects and images on the 
World Wide Web [8], [9]. However, both differ from the present study in that they 
concentrate on the rendering of web page layout and address only in passing the 
possibility of rendering content haptically as well. 

Two studies that have implications for both strands of research have focused on 
questions of shape and texture discrimination. Colwell studied the perception of 
virtual textures, shapes and objects by both blind and sighted subjects [10]. Fritz and 
Earner developed a method to synthesize perceptually distinct haptic textures using 
stochastic modeling techniques [11]. Their goal was to create a variety of textures 
that could then be used to display complex data plots. 



3 Accessible Science Education Curriculum Development 

The present project focused on the development of a prototype instruction module 
(curriculum module) organized around a set of didactic goals. The key features of the 
curriculum module were that it was accessible and Web-deployed. It used force 
feedback in a way that was meaningful and necessary for the blind student to 




54 



Evan F. Wies et al. 



understand the material presented (in conjunction with corresponding text-to-speech 
information). 

The development and implementation of the curriculum module were carried out 
by the Science Access Project at Oregon State University, with Immersion 
Corporation providing guidance regarding force feedback paradigms. The evaluation 
phase of the project was conducted by Immersion, which provided evaluators with 
haptic devices and technical support. Finally, to collect feedback from the evaluators, 
educators from Oregon State University collaborated with Immersion to design a user 
evaluation survey. 



3.1 Topic of Curriculum 

Our team chose introductory electric fields as the most appropriate instruction topic 
for the feasibility study because it lends itself naturally to education using a force 
display. The purpose of the curriculum module was to demonstrate to the student 
experimentally the electric field due to a uniformly charged (non-conducting) sphere 
and to require the student to measure and analyze experimental data to find the charge 
on the sphere. It is a demanding laboratory suitable for advanced undergraduate 
physics majors or for introductory graduate students in the physical sciences. 



3.2 Curriculum Module Desigu 

The curriculum Module was designed as a sequence of tutorial web pages that guided 
the student through both the experimental and data analysis stages of the laboratory. 
The goal of the experimental phase of the module was to allow the student to gain an 
understanding of the behavior of electric charge on the surface of a sphere. Using the 
Logitech Wingman Force Feedback Mouse, the student controlled the position of a 
test charge "attached" to the cursor while feeling the resulting force either attracting or 
repelling their hand from the surface of the sphere. By clicking the mouse button at 
any point, the student can record data - the force at a particular radius. 

Next, the students enter an analysis mode. In this mode the students can explore 
their collected data, select curve-fitting parameters, and feel the fit curves. This 
environment is designed to help the student gain a quantitative and qualitative 
understanding of the physical phenomena, to literally get a "feel" for the character of 
the data they have collected. 




Web-Based Touch Display for Accessible Science Education 



55 




Fig. 2. Screen shot of the Experiment Mode of the electric field laboratory. 




Fig. 3. Screen shot of the Analysis Mode of the electric field laboratory. 





56 



Evan F. Wies et al. 



3.3 Interface Design 

The principal components of the laboratory are presented as two screens, the 
experimental screen and the data analysis screen. In both experimental and data 
analysis phases, considerable care was taken to ensure that the force feedback 
associated with interface objects (environment) was clearly distinguishable from that 
associated with the electric field experiment (content) (See Appendix). The design 
included two frames - an interface frame (on the right side of the screen) and a 
content frame (on the left side of the screen). Throughout the entire laboratory, 
screen-reading software voiced the text and user interface items; however, a screen 
reader is optional if the student is not blind. 

In experiment mode, the force on the test charge could be felt at the mouse pointer 
position. The force vector was also visible as an arrow. An audible warning indicated 
the boundaries of the charge field; optionally, an additional force field was available 
that allowed the student to feel the contour of the charge. Once the experiment phase 
had been initiated, the student could collect data on charge position and the force on 
the charge via a simple user interface. This interface provided controls to alter the size 
and charge parameters of the electric charge, to display the numeric values of the 
current cursor position and force vector, and to show the number of data points 
already collected. From the interface frame, the student could also view a table of 
collected data, or enter data analysis mode. 

Having collected their data, the student entered the data analysis mode. Here their 
data were plotted along with statistical error bars and fitted curves. The student could 
zoom in on a region of the curve by drawing a rectangle over the region of interest, 
and could modify fitting parameters. Again, audible and tactile cues defined the 
workspace boundary. In data analysis mode, several regimes of force feedback were 
available encouraging the student to explore data from different viewpoints. Data can 
be displayed as single attracting points, as a curve or as a tour (i.e. the mouse could be 
made to move from point to point under computer control taking the student's hand 
along with it.) In this way, the student can ascertain how closely a given curve fits 
their data. Such exploratory data analysis, which has eluded blind students and 
researchers for so long, therefore becomes a reality. 



4 Feasibility Study 

In order to understand the effectiveness of the curriculum. Immersion conducted a 
two-stage evaluation. In the first stage, an educational expert evaluated the 
curriculum module design. In the second stage of the project, a panel of four experts 
and students, all of whom were blind, evaluated the curriculum module. Upon 
completion of the module, they were asked to answer a carefully designed survey. 
Using the responses to this survey. Immersion hoped to gather information to enable 
improvements to both the curriculum module and the hardware. The experience with 
the evaluators exceeded our expectations. Not only did they validate the use of force 
feedback for accessible education, they had many useful comments on technical issues 
that will improve our interactions with blind users in the next phase of the project. 




Web-Based Touch Display for Accessible Science Education 



57 



All evaluators were quite enthusiastic about the force feedback aspects of the 
curriculum. Negative comments were largely focused on other important issues such 
as the installation procedure, curriculum module instructions, and screen reader 
problems. This evaluator's responses to the following questions illustrate the positive 
impact of force feedback: 

Q. Did feeling the forces of the electric charge affect your understanding of the 
physical phenomena? If so, how? Why? If not, what would improve it? 

A. Yes. I didn't realize that the charge would always be greatest at the boundary of 
the sphere. Using the control key while moving through the electric field allowed me 
to explore this. 

Q. Did feeling the data points and the fitted plot affect your ability to interpret the 
experimental data? If so, how? Why? If not, what would improve it? 

A. Yes. I particularly liked the "jump to point" mode, because this gave me a good 
feel for the relationship between the points on the graph. 

Q. Overall, did force-feedback affect your ability to learn the material? 

A. Yes. Feeling the behavior of a physical system in this way makes it possible for 
blind people to understand it, much as a quick-time movie of a simulation might help 
sighted students. 

Q. Do you have any additional comments concerning the experience, or suggestions 
for the use of force feedback in educational applications? 

A. Yes. I think force feedback has great potential in educational applications, 
particularly where it is necessary to explain dynamically changing behavior of 
systems. 

Another evaluator had this general comment: 

“I can't even begin to enumerate the possible applications, but I can see this 
technology being valuable across a wide range of disciplines and to students and 
professionals with a range of learning styles and capacities. Also, I think that there are 
many applications where the haptic feedback in combination with aural feedback 
could be potentially very useful. ... The possibilities seem almost endless — so much 
so that it may be more efficient to sort out the applications where there would be 
limited usefulness for this technology.” 

An adventitiously blind evaluator felt that force feedback would be valuable 
regardless of students' vision status: 

"When I was in high school (and had 20/20 vision) I would have loved to have 
something like this available that would allow me to explore various phenomena that 
would otherwise have been impractical to recreate in a laboratory." 

In summary, the responses to the evaluation survey lead us to believe that force 
feedback can provide information to the blind student not available through traditional 
access technologies. 




58 



Evan F. Wies et al. 



5 Challenges and Lessons 

Creating an Internet-deployed science education curriculum module presented 
Immersion with new logistical and technological challenges. Unlike a laboratory 
environment where hardware and software configuration can be tightly controlled, our 
evaluators were responsible for installing software and hardware on their own 
systems. Force feedback software and hardware were still in the prototyping stage, 
adding to the complexity of the installation process. Moreover, evaluators used 
different screen reading software packages, which in turn interacted with the 
Windows operating system in subtly different ways. A large amount of effort was 
unavoidably devoted to ensuring that the force feedback software and hardware was 
properly installed on the evaluator's systems. The lessons learned from this 
experience have influenced the subsequent design of Immersions installation tools. In 
addition, it was not possible to observe closely how much time evaluators spent on the 
curriculum activities. Based on these experiences, future studies will take place in 
more controlled settings with on-site technical support. 

Web deployment itself presents challenges for distribution of haptic content. Force- 
feedback is fundamentally high-bandwidth and computationally intensive, however 
we need to present complex physical phenomena on weak computers over slow 
Internet connections. Immersion's TouchSense technology overcomes some of these 
constraints through the application of an embedded controller. This embedded 
controller can only display a finite set of low-level primitives. For this study, we were 
able to leverage this architecture to display more complex effects. Over the course of 
this project. Immersion created new technologies that allow high-level effects, such as 
electric fields, to be displayed in the constrained, inexpensive realm of Internet- 
deployed science education. 



6 Summary and Future Work 

A key result of this project was the proof-of-concept curriculum module that 
demonstrated accessible, Web-based science education using force feedback. The 
curriculum module served as both a test bed for accessibility concepts and as a 
progressive force feedback application that demanded substantial core technology 
development. 

Responses of evaluators to a post-evaluation survey clearly indicate that haptic 
feedback was a useful tool for realizing the behavior of a dynamical system and a 
potentially viable modality for presenting non-text content such as data plots for blind 
computer users. Encouraged by the results of this pilot study, the authors have begun 
the second phase of this project, which will include the development of a broader 
range of science curriculum modules and a large-scale user study with blind high 
school students. 




Web-Based Touch Display for Accessible Science Education 



59 



Acknowledgements 

The National Science Foundation supported this work through an SBIR (Small 
Business Innovation Research) grant, Award No. DMI-9860813. Jon Gunderson at 
the University of Illinois, Urbana-Champagne, provided feedback on the force 
feedback curriculum module and tested it with his students. Dr. Norman Lederman of 
the Department of Science and Mathematics Education at the Oregon State University 
College of Science contributed to the user evaluation survey. Several anonymous 
testers gave generously of their time to provide feedback on the efficacy of the 
curriculum module. 



References 

1. Dufresne, A.: Multimodal user interface system for blind and "visually occupied" users: 
Ergonomic evaluation of the haptic and auditive dimensions. Proceedings of Human- 
Computer Interaction. Interact '95 (1995) p. 163-168. 

2. Ramstein, C., et al.: Touching and hearing GUIs - Design Issues in PC-Access systems. 
Proceedings of the International conference on assistive technologies ACM/SIGCAPH 
ASSETS'96, (1996) p. 2-9. 

3. O'Modhrain and Gillespie: The Moose: A Haptic User Interface for Blind Persons. 

Proceedings of the WWW6 (1996). 

4. Asghar, M.W.: Multiresolution representation of data in a haptic environment. 
Telemanipulator and Telepresence Technologies V. Proceedings of the SPIE - The 
International Society for Optical Engineering. 3524, (1998) p. 159-169. 

5. Grabowski, N.A.: Data visualization methods for the blind using force feedback and 
sonification. Proceedings of the SPIE - The International Society for Optical Engineering 
3524 (1998) p. 131-139. 

6. Fritz, J.P.: Design of a haptic graphing system. Proceedings of the RESNA '96 Annual 
Conference Exploring New Horizons... Pioneering the 21st Century (1996A) p. 158-160. 

7. Fritz, J.P.: Design of a haptic data visualization system for people with visual impairments. 
IEEE TRANSACTIONS ON REHABILITATION ENGINEERING 7, 3 (1999) p. 372-384. 

8. Ramstein, C., and Century, M.: Navigation on the Web using Haptic Feedback. Proceedings 
of the international symposium on Electronic Art ISEA'96. 

9. Hardwick, A.: Tactile display of virtual reality from the World Wide Weh-a potential 
access method for blind people. DISPLAYS (1998) 18, 3p. 153-161. 

10. Colwell, C.: Haptic virtual reality for blind computer users. Proceedings of ASSETS'98. 
Third International ACM Conference on Assistive Technologies (1998) p. 92-99. 

11. Fritz, J.P.: Stochastic models for haptic texture. Proceedings of the SPIE - The 
International Society for Optical Engineering 2901 (1996B) p. 34-44. 



Appendix: Key Accessibility Features of the Curriculum 

Many accessibility features were incorporated into the electric field laboratory. The 
following list describes the most important of these features. This list serves as the 
beginning of a design guidebook for the authoring of accessible multi-modal, Web- 
based multimedia. It is important to note that many of these accessibility features are 




60 



Evan F. Wies et al. 



unrelated to foree feedback. Although force feedback is an integral aspect of the 
curriculum module, accessible design requires a holistic, multi-modal approach. 
Oregon State and Immersion Corporation were extremely sensitive to these issues. 

! V Two regimes of forces in experimental mode (electric force or objects) allow 
a blind student to clearly feel the environment of the experiment and the 
physical processes involved. 

! V Several regimes of forces in data processing mode (data points feeling, curve 
feeling, data point touring) give a blind student the capability to study data in 
a means similar to that of a sighted student using an image of data plot. 

! V The Web browser window is resized automatically to occupy the biggest 
possibly area of user the screen. This offers a bigger area for the 
experimental field or data plot field in the force-feedback mouse workspace. 
This lets the student feel force details beher. 

! V Instructions are written in a way that allows a blind student with a screen 
reader to have access to the mathematical formulas used in text (via ALT 
text). 

! V User interface forms are designed for clear reading and easy navigation using 
a screen reader (e.g., one input field with associated caption per line). 

! V All essential user interface commands are available via keyboard. In 

particular, data collection is done via the keyboard because it was found to be 
too hard for a student to click the mouse button while keeping the mouse 
steady under external forces. 

! V Different sounds (when mouse pointer crosses experimental field boundaries, 
charged sphere boundary, or data plot boundary) allow the blind student to 
know where the mouse pointer is located. 

! V Confirmation sounds (during data point collection and during data point 
enumeration) help the student to be sure about a correct program response. 

! V Collected and processed data are represented in editable text tables, which 
are accessible and allow simple navigation. 




Communicating with Feeling 



Ian Oakley, Stephen Brewster, and Philip Gray 

Department of Computing Science, University of Glasgow 
Glasgow, UK, G12 8QQ 
{ io, Stephen, pdg} 0dcs.gla.ac.uk 



Abstract. Communication between users in shared editors takes place in a 
deprived environment - distributed users find it difficult to communicate. While 
many solutions to the problems this causes have been suggested this paper 
presents a novel one. It describes one possible use of haptics as a channel for 
communication between users. User’s telepointers are considered as haptic 
avatars and interactions such as haptically pushing and pulling each other are 
afforded. The use of homing forces to locate other users is also discussed, as is a 
proximity sensation based on viscosity. Evaluation of this system is currently 
underway. 



1 Introduction 

Synchronous shared editors provide a canvas on which multiple distributed users can 
simultaneously create content, for instance a shared whiteboard or textual document 
[1, 13]. Despite the prevalence of full duplex audio and video links in 
implementations of these systems, communication between collaborators still occurs 
in a deprived environment. A person is removed from the rich multi-sensory 
environment of the real world and required to work in a complex, often social, setting 
through the primitive communicative medium of a window, or several windows, on a 
screen. 

One of the most critical deprivations in these environments is that of the awareness 
[5, 15]. Gutwin et al. [9] define workspace awareness to include: 

“ ...knowledge about who is in the workspace, where they are working, what they are 
doing and what they intend to do next. ’’ 

Awareness refers to the background, low fidelity, knowledge of the positions, 
actions and intentions of other people. In real world interactions we gather this 
information through casual glances at other workers, our peripheral vision, or through 
the sounds others make as they work. We gather awareness information from the 
world around us in a host of subtle and sophisticated ways and weave this rich 
tapestry of information into a background picture of what, and where, work is going 
on. 

Coupled strongly to this concept of awareness is that of observed attention [11]. 
This refers to the ability to know what another person is focusing on or referring to 
simply by observing their behaviour. This ability, typically characterised in the real 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 61-68, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 




62 Ian Oakley, Stephen Brewster, and Philip Gray 



world by the ability to see where someone is looking or pointing, makes talking about 
complex information simpler by providing a straightforward way of ensuring all 
participants are referring to the same object. 

Information pertaining to gestures is also beneficial. Gestures in communication 
are of two types. Firstly gestures to aid the flow of a conversation, for instance eye 
contact and secondly bodily gestures, typically of the hands or arms, to illustrate, or 
re-enforce, the information presented in the conversation. Eye contact is important in 
conversation not only because it aids token passing but also because it is the medium 
for the transmission of a large amount of important emotional content [12]. Tang & 
Minneman stress the importance of bodily gestures [17]. In observational studies of 
several group drawing activities they concluded that hand gestures are used regularly 
and productively in groups to : 

“...act out sequences of events, refer to a locus of attention, or mediate their 
interaction.... ’’ 

It is clear that gestural information of both kinds is important in communication. 

Many solutions to address these issues have been put forward. Typically they 
involve trying to enhance one of the existing communication channels. For instance 
video can be improved if it allows participants to maintain eye contact [11]. Non- 
speech audio feedback has also been shown to be effective [8]. A variety of on screen 
graphical widgets, such as telepointers and radar views have also been shown to help 
reduce these problems [9]. Telepointers are local cursors representing each remote 
user. They allow basic graphical gesturing and provide some measure of awareness 
information. Radar views provide a small map of the workspace including a small 
telepointer for each user. 

In this paper we present a novel approach to address these issues in the form of the 
relatively unexplored area of haptic communication. Although there is little work on 
this topic, the work that does exist is promising. Brave & Dahley [2] state: 

“Touch is a fundamental aspect of interpersonal communication. Whether a greeting 
handshake, an encouraging pat on the back, or a comforting hug, physical contact is 
a basic means through which people achieve a sense of connection, indicate intention, 
and express emotion. ’’ 

The majority of work on haptic communication has reflected this statement and 
focused on intimate interpersonal communication. 

Perhaps the first communicative haptic environment was Telephonic Arm 
Wrestling [18] which was an art exhibit consisting of a pair of spatially separated 
robot arms which allowed two remote users to arm wrestle with one another. Several 
devices have been developed on a similar theme. The shaker in Feather, Scent and 
Shaker [16] allowed users to shake a device in their hand and have this represented as 
vibration in another users coupled device. The Bed [4] attempted to create a 
distributed bed and used haptics to create a sensation of the remote partner breathing. 
inTouch, [2, 3] is a device consisting of three rollers. Moving a roller causes a similar 
movement in a connected device. This provides a richer feedback than the previous 
systems as each roller can be manipulated, either clockwise or anticlockwise, 
independently of the others. These systems are characterised by a lack of reported 
evaluation of any sort. 




Communicating with Feeling 



63 



Perhaps the most sophisticated device in this area is HandJive [7], which was 
developed as a toy to support people’s desire to fidget when listening to a group 
presentation such as a lecture. It consisted of a pair of cylinders, joined together at the 
centre. Each cylinder could rotate around this joint to lock into one of five discrete 
positions (including straight). A change in position of the device was reflected in 
other coupled devices. HandJive differs from iuTouch in that a pair of users could 
only move the device along opposite axes, meaning that users could not fight over the 
position of the device. The researchers suggest that two users could co-operatively 
construct “dances”, or perhaps play simple games using the device. This device was 
developed iteratively and although no formal evaluation took place the authors report 
that users of the various prototypes were positive about the device and the interactions 
that it afforded. 

It is possible that haptics can have more impact than simply acting as a conduit for 
interpersonal communication. Durlach & Slater [6] speculate that the sense of touch 
may be vital to the sense of presence that users perceive in Collaborative Virtual 
Environments (CVEs). They reason that the ability to feel objects or other users 
would enhance feelings of interaction and direct manipulation which have been linked 
with an increased sense of presence. They also refer to touch not being a “distance 
sense” - if we are to feel something it must be close to us, making a simulation more 
compelling. Finally, they suggest that users are unused to receiving illusions of touch 
and are continually bombarded with artificial visual and auditory stimuli, and 
therefore haptic simulations are more likely to draw users in and increase their 
subjective experiences of presence. This last effect would obviously hold only while 
haptic simulations are a rarity. 

In a companion paper to the one described above Ho et al. [10] discuss how both 
performance and a sense of “togetherness” are increased with the addition of haptics 
to a simulation of the physical task of co-operatively steering a ring along a wire. 
While these results were statistically significant, they were over a small sample of 
users and were based on an unvalidated questionnaire. Furthermore the ecological 
validity of testing user performance with and without haptics in a physical task is 
questionable. The authors admit that this work is non-conclusive and ongoing. 

The sum total of this research is that, while little of it is formal, it does seem that 
haptics can be advantageous to communication. Observational reports in a number of 
papers suggest that touch does enhance a users sense of interaction and presence. 
Users enjoy the experience of communicating through touch in a variety of situations 
and feel confident interacting with one another through this modality. 



2 Haptics in Shared Editors 

Given the discussion of some of the problems of shared editors - awareness, attention 
and gesturing - the question arises as to how haptics be applied to solve these 
problems. This paper presents the idea of enabling haptic cursor interactions between 
collaborators. Telepointers are transformed from being a simple graphical 
representation of position to physical avatars in the virtual space that can haptically 




64 Ian Oakley, Stephen Brewster, and Philip Gray 



influence one another. Five types of interaction between these avatars have been 
implemented. 

Firstly, the telepointers can push one another around the workspace. As one cursor 
encroaches on another both can feel a force pushing them apart, or if one cursor 
intersects another at speed then the other cursor will be pushed away. We hypothesise 
this would be used as a warning, for instance if a user was about to perform some 
disastrous action another user might attempt to push the first user aside in order to 
prevent this. Another potential use would be to catch another user’s attention, the 
remote equivalent of a tap to the shoulder. This interaction is reminiscent of others in 
the literature - for instance both the arm wrestling simulation [18] and iuTouch [2] are 
basically mechanisms that allow distributed users to push against one another. In this 
instance, however, the pushing simulation is much more complex, as it is embedded 
within the context of a spatial workspace - to push a user you must first locate that 
user, and as you push them they can retreat away from you. Currently the push effect 
is implemented with each cursor being represented by a ffictionless sphere. A 
consequence of this is that it is difficult for cursors to push each other uniformly; they 
tend to slip and slide off each other. A more complex haptic simulation, including 
friction, or possibly even an attractive force between cursors involved in a push 
interaction might prove more useful. 

Secondly, to extend the technique of gesturing with telepointers, a telepointer can 
haptically take hold of another by moving over it and depressing a button. Once held 
subsequent movements are played back haptically to the other cursor until the button 
is released. This operation has the effect of grabbing a pointer and then making it 
follow your path. While this is far from directly analogous to how gestures are 
perceived in reality, it does considerably extend and make concrete the basic gesturing 
function of telepointers. You can firmly and interactively transmit a complex spatial 
pattern to a remote user, without words. 

There were some problems in implementing the gesture. The basic algorithm 
involved storing key points along the path of the gesture, based upon the distance of 
the current point to the previous key point. This distance was small, typically within 5 
mm, to maintain the fidelity of the gesture. When the gesture begins an attractive 
force towards the first point in the gesture is applied to the user. The magnitude of this 
force increases with the range from the user to the point. When the user comes within 
a certain target range of the point the focus of the gesture moves on to the subsequent 
key point. Again to maintain the fidelity of the gesture this target range was kept 
small: 1 cm. This procedure iterates for all the points in the gesture. This is summed 
up in Figure 1. 




Communicating with Feeling 



65 



Gesture Points 




When the user feeing the 
gesture comes wrthin the 
target area around lha first 
point, the gesture moves on 
to the subsequent paint 

Force vector 



Target area around first point 



Fig. 1. Depiction of a gesture. 



However, we noticed that using this system, users experienced difficulties - they 
became lost and unable to follow the gesture. We attributed this to the fact that forces 
of attraction used are relatively weak and become weaker as a user approaches a 
target area, making it difficult to locate these areas. There were several solutions to 
this problem. As we had mapped larger forces to greater distances we did not want to 
simply increase the magnitude of the forces when users became close to a point. Nor 
did we want to increase the size of the range at which a user is said to have reached a 
point as doing this would reduce the fidelity of the gesture - small perturbations 
would not be recorded. We also felt that it would be easier for users to detect changes 
in the direction of a force rather than just its magnitude. 

To achieve these goals we smoothed the gestures. As time went by without the user 
reaching the currently active key point in the gesture the target area around that point 
would increase. Eventually it would encompass the user, at which stage the simulation 
would turn it’s attention to the subsequent point in the gesture, with a small active 
range once more. Moving the simulation along the path of the gesture even while the 
user remains stationary means that the magnitude and direction of the force applied to 
the user will continually change. A fiiilher consequence of this is that if a person 
ignores the forces from a gesture then eventually all they will feel is a force to the last 
point of the gesture - the details would have been smoothed away. This algorithm has 



66 Ian Oakley, Stephen Brewster, and Philip Gray 



the benefits of initially presenting the user with an accurate representation of the 
gesture and then gradually reducing its resolution. In this reduction of resolution it 
also ensures that a user is presented with vectors of varying magnitude and direction 
while remaining on the gesture’s path. The algorithm also only reduces resolution as it 
needs to - if a person begins to follow the gesture closely after losing it for a short 
time, the resolution will increase once more. A temporal aspect to the gesture is also 
added. If you ignore the gesture for long, it will slowly lose detail and eventually 
vanish. 

Finally, this gesture effect was further enhanced to factor in the speed of the user 
recording the gesture. The force applied to the user receiving the gesture was varied 
according to the speed at which the person recording the gesture was moving, above a 
certain minimum. This allows users to highlight or emphasise certain parts of a 
gesture by varying their speed. 

The third interaction between the telepointers is designed to provide some simple 
awareness information. The resistance to movement of the workspace is made to 
change when another user draws near to your position. Or alternatively, if you are 
stationary when another approaches, a small vibration is applied. This provides a 
haptic proximity sense and is analogous to the physical sensation of presence 
perceived when close to another. While the information content of this effect is low, 
for instance it will not help determine who is approaching, nor from what direction 
they hail, it is hoped to have the advantage of being obvious while remaining 
unintrusive. 

The remaining two communicative interactions are focused towards the awareness 
problem of being unable to locate other users in the workspace. Previous work on 
haptics has shown that it can be useful in targeting tasks [14]. Finding homing force 
on their cursor which would tug them towards another user. This force is applied at 
two levels. Initially a small force is applied, which allows a user to determine in what 
direction another user is located. After a brief time this force is increased to actually 
guide the user towards the other’s position. The final interaction is an inverse version 
of the locate effect. This grab interaction allows users to turn on a homing force which 
pulls all other users in the workspace towards their position. This allows a user to 
request other users to come to some location in the document without being burdened 
by having to describe that location. It was hoped that these two effects would facilitate 
easier navigation and co-ordination between users in the workspace. 

A final consideration in the design of this haptic communication was how intrusive 
it could be. A user working on a diagram, for instance, would probably not appreciate 
the application of arbitrary forces by other users. The push, gesture, and grab 
interactions allow a user to haptically influence another user with intrusive forces and 
the grab interaction in particular does this without any associated visual feedback. 
Modes are a potential solution to this problem. Three modes are suggested - working, 
communication and observation. In the working mode a user can interact with the 
canvas and can create content, but cannot be haptically influenced by another user. In 
the communication mode, users cannot interact with the canvas but have access to the 
haptic communication. In the observation mode, users can neither communicate 
haptically nor access the canvas. In our current use of a two-dimensional canvas and 
three-dimensional haptic device (the PHANToM from SensAble Technologies), these 
three modes are mapped to the z-axis of the device. Closest to the canvas is the 




Communicating with Feeling 



67 



working mode, beyond that the communication mode and, furthest away, is the 
observation mode. We feel that this mapping supports the physical metaphor of the 
canvas. You must be on the canvas to work, near the canvas to interact with other 
workers and when far from the canvas, you can simply watch. 



Acknowledgements 

This research was supported under EPSRC project GR/L79212 and EPSRC 
studentship 98700418. Thanks must also go to the SHEFC REVELATION Project, 
SensAble Technologies and Virtual Presence Ltd. 



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mutual awareness, in Proceedings of CHP97 .(1991), Atlanta, ACM Press, 51-58. 

16. Strong, R., and Gaver, B. Feather, Scent & Shaker, in Proceedings of CSCW'96.{\996), 
Boston, MA, USA, ACM Press, 363-364. 

17. Tang, J.C., and Minneman, S.L., VideoDraw: A Video Interface for Collaborative Drawing. 
ACM Transactions on Information Systems, (1991). 9(2): 170-184. 

18. White, N., and Back, D., Telephonic Arm Wrestling, 1986), 
http://www.bmts.com/~normill/artpage.html 




Improved Precision in Mediated Collaborative 
Manipulation of Objects by Haptic Force Feedback 



Eva-Lotta Salinas 

Interaction and Presentation Laboratory 
Royal Institute of Technology, S- 100 44 Stock holm, Sweden 
^^lotta0^iadaJcth^£ej 



Abstract. The extent that haptic force feedback affects people's ability to 
collaborate in a mediated way has not been investigated much. In this paper an 
experiment is presented where collaboration in a distributed desktop virtual 
environment with haptic force feedback was studied. A video analysis of the 
frequency of failures to lift cubes collaboratively in a haptic condition compared 
to a condition with no haptic force feedback was conducted. The frequency of 
failures to lift cubes collaboratively is a measure of precision in task 
performance. The statistical analysis of the data shows that it is significantly 
more difficult to lift objects collaboratively in a three-dimensional desktop 
virtual environment without haptic force feedback. 



1 Introduction 

In this paper results are presented from an experimental study of interaction in a 
collaborative desktop virtual environment, where the independent variable was haptic 
force feedback. Haptic sensing is defined as the use of motor behaviours in 
combination with touch to identify objects [1]. The PHANToM (SensAble 
Technologies Inc. of Boston, MA), a one-point haptic device was used for the haptic 
force feedback, and a program especially developed for the purpose provided the 
collaborative virtual environment. The program enables for two individuals placed in 
different locations to simultaneously feel and manipulate dynamic objects in a shared 
desktop virtual environment. The aim of this paper is to present results from an 
analysis of the video recorded collaboration between subjects. The focus of the 
analysis was to investigate how haptic force feedback affected the precision in 
manipulating objects collaboratively in the desktop virtual environment. 

In an earlier analysis of data from this experiment it was shown [7] that haptic force 
feedback significantly increases task performance, which meant that the tasks were 
completed in less time in the haptic force feedback condition. All pairs of subjects 
succeeded in completing all tasks, which proves that it was possible to manipulate the 
PHANToM satisfactorily in both conditions. Results from a questionnaire that 
measured perceived performance showed that the subjects in the haptic feedback 
condition perceived themselves as performing tasks significantly better. Results also 
showed that haptic force feedback significantly improves perceived virtual presence in 
the collaborative distributed environment, measured by a questionnaire. Virtual 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 69-75, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 



70 



Eva-Lotta Salinas 



presence was in this experimental study defined as the subjective experience of being 
in one place or environment, even when one is physically situated in another. Finally 
the results showed that haptic force feedback did not increase perceived social 
presence significantly, also measured by a questionnaire. The definition of social 
presence in this experimental study was feeling that one is socially present with 
another person at a remote location. 

The results from the analysis in this paper show in more detail how performance is 
affected by haptic force feedback for joint manipulation of virtual objects. 



2 Background 

A small number of studies have investigated interaction with haptic force feedback 
interfaces. Gupta, Sheridan and Whitney [4] investigated the effect of haptic force 
feedback in one study were the task was to put a peg in a hole, simulating an assembly 
task. Two PHANToM's were employed for haptics in order for the user to be able to 
grasp objects with the thumb and the index finger. Results showed that haptic force 
feedback shortened task completion times. Also, Hasser, Goldenberg, Martin and 
Rosenberg [5] showed in their study that the addition of force feedback to a computer 
mouse improved targeting performance and decreased targeting errors. 

These studies did not investigate collaborative performance but single human 
computer interaction. However, in one study, subjects were asked to play a 
collaborative game in a virtual environment with one experimenter who was an 
"expert" player. The players could feel objects in the common environment. They 
were asked to move a ring on a wire in collaboration with each other in such a way 
that contacts between the wire and the ring was minimised or avoided. Results from 
this study indicate that haptic communication improves task performance [2, 3]. 
Results from another study suggest that if people have the opportunity to "feel" the 
interface they are collaborating in, they manipulate the interface faster and more 
precisely [6]. The experimental task in this study required one subject to hand over a 
virtual object to another subject. 



3 Method 

3.1 Subjects 

Twenty-eight subjects participated in the experiment. The subjects performed the 
experiment in pairs and there were 14 pairs, each consisting of one woman and one 
man (Fig. 1). The subjects, who were students from Lund University in Sweden, were 
between 20-31 years old and their mean age was 23 years. The subjects did not know 
each other and did not meet prior to the experiment. During the experiment the 
subjects were located in different rooms, unaware of each other’s physical location. 




Improved Precision in Mediated Collaborative Manipulation 



71 




Fig. 1. Subjects are doing tasks using two versions of the PHANToM, on the left a "T" model 
and on the right an "A" model. 



3.2 Apparatus 

The haptic display system used in this investigation was a PHANToM (Fig. 1), from 
SensAble Technologies Inc. of Boston, MA. Two PHANToMs, placed in two 
different rooms linked to a single host computer, were used for the experiment. Both 
PHANToMs were identical in operation, but were of different models. One was 
attached to the table (the "A" model) and the other was attached hanging upside down 
(an older "T" model). Two 21-inch computer screens were used to display the 
graphical information to the users, one for each user in the different locations. The 
screens, attached via a video splitter to the host computer, showed identical views of 
the virtual environment. Headsets (GN Netcom) provided audio communication via a 
telephone connection. The headsets had two earpieces and one microphone each. A 
video camera was used to record the interaction from one of the locations and a tape 
recorder recorded the sound at the other location. The angle of video recording was 
from behind the subject and slightly from the side so that the computer screen and the 
hand with which the person was controlling the PHANToM were visible. 



3.3 Independent Variable 



The collaborative desktop virtual interface was the independent variable in the 
experiment and there were two conditions, one three-dimensional visual /audio/haptic 
interface and one three-dimensional visuaPaudio interface. The only variable feature 
was haptic force feedback. The haptic environment consisted of a room with 
constraining walls, ceiling and floor and it contained eight dynamic cubes that initially 
were placed on the floor (Fig. 2). 



72 



Eva-Lotta Salinas 




Fig. 2. Two views of the collaborative virtual environment with eight dynamic cubes placed in 
the room and representations of the users in the form of one green and one blue sphere. The 
right picture shows two subjects lifting a cube together. 

The cubes were modelled to simulate simplified cubes with form, mass, damping and 
surface friction, but lacked e.g. the ability to rotate. The cubes were identical in 
dynamic behaviour, form and mass but were of four different colours (green, blue, 
yellow and orange, two of each) to make them easily distinguishable. The subjects 
could lift the cubes in two different ways. Either the users collaborated in lifting the 
cubes by pressing into the cube from opposite sides and lifting upwards 
simultaneously, or a single user lifted a cube by pressing it against the wall and 
pushing it upwards. The subjects were represented by spheres in the graphical 
environment which were distinguishable by colour (one was blue, the other green). In 
the version without haptic force feedback the PHANToM functioned solely as a 3D 
mouse, as the user could feel neither the cubes, nor the walls, nor the other user in the 
environment. 



3.4 Tasks 

In the experimental study each collaborating pair of subjects was presented with five 
tasks (A-E). All pairs of subjects managed to complete all tasks. For the analysis in 
this paper, data on the frequency of failures to lift the cubes collaboratively were 
collected for two of the five tasks. These were task A and task C which both required 
subjects to lift cubes in order to complete the task. Task A consisted of lifting eight 
cubes together in order to build one cube, without getting a visual illustration. Task C 
consisted of lifting eight cubes together in order to build two piles. Both subjects in 
each pair got a visual illustration for task C (Fig. 3). 





Improved Precision in Mediated Collaborative Manipulation 



73 




Fig. 3. The visual illustration of task C. 

The subjects tried all the important features in the environment for approximately two 
minutes in order for them to establish an understanding of how the environment 
functioned. 



4 Video Analysis 

The video recordings generate reliable data about the navigation and manipulation of 
cubes of both subjects in the virtual desktop environment. Both subjects’ behaviour in 
the three dimensional environment can thus be studied. In both conditions but 
especially in the condition without haptic force feedback, the subjects did not always 
manage to lift or transport the cubes. Reasons for these failures were that they did not 
position their representations (with their PHANToM) correctly or that they could not 
co-ordinate joint movements appropriately. In this study the video recordings were 
analysed in order to collect the frequency of failures to lift the cubes collaboratively as 
a measure of precision in task performance. The operational definition of failure to lift 
a cube were, that two subjects positioned their representations beside one cube and 
tried to lift it, but failed to lift or transport the cube in order to proceed one step in 
performing the task. Data on the frequency of failures to lift the cubes collaboratively 
were only collected for task A and task C. 



5 Results 

Frequencies of failures to lift cubes together were analysed with ANOVA (analysis of 
variance). Results show that there is a significant difference (Table 1) between 
conditions regarding subjects' ability to lift cubes in task A (p=0.003) and in task C 
(p=0.011). In the haptic force feedback condition subjects failed to lift cubes on 
average 4 times in task A, and 7 times in task C. In the condition without haptic force 
feedback subjects failed to lift cubes on average 12 times in task A, and 30 times in 
task C. 



74 



Eva-Lotta Salinas 



Table 1. Frequency of failures when lifting cubes together in pairs, in a haptic and non-haptic 
condition respectively. 



Failure to lift cubes together Haptic feedback No haptic feedback 



Task A 


(n=14) 


F=15 


p= 0.003 ** 


M=4 


M=12 


TaskC 


(n=14) 


F=9 


p^O.Oll* 


M=7 


M=30 



* = significant at 95% level 
** = significant at 99% level 

This should be compared to the results that show that there was no significant 
difference between conditions regarding how many successful lifts the subjects 
performed in order to complete task A (p=0.32) and task C (p=0.67). 



6 Conclusions 

The results of this study are consistent with the earlier results that show that haptic 
force feedback improves performance when the task is to lift cubes collaboratively 
[7], The earlier results suggested that it took significantly longer time to perform tasks 
in the condition without haptic force feedback. In the earlier analysis subjects also 
judged their performance as significantly better in the haptic environment. The 
analysis that is presented in this paper show that it is significantly more difficult to 
coordinate actions with the aim of lifting objects in a three-dimensional desktop 
virtual environment without haptic force feedback. These results show that a major 
part of the difference regarding time to perform tasks can be explained by the fact that 
subjects’ precision when lifting cubes without haptic force feedback is significantly 
lower. 

It should be noted that even in the haptic condition manipulation of virtual cubes 
was not effortless and subjects did fail a number of times even with haptic force 
feedback. But subjects performed the actions that they had planned more consistently 
and they did not shift strategy in the collaborative task as often because of failure to 
lift a cube. 



Acknowledgments 

Kirsten Rassmus-Grdhn and Calle Sjdstrdm are gratefully acknowledged for the 
contribution of the software that made it possible to use the PHANToMs 
collaboratively, and for the assistance in managing the PHANToM hardware. Without 
their work this experiment would not have been possible to perform. I would also like 
to thank Kerstin Severinson-Eklundh for her valuable comments and suggestions. 




Improved Precision in Mediated Collaborative Manipulation 



75 



References 

1. Appelle, S. (1991). Haptic perception of form: Activity and stimulus attributes. In Heller, 
M., Schiff, W. (Eds), The psychology of touch. New Jersey: Lawrence Erlhaum 
Associates, Inc. 169-188. 

2. Basdogan, C., Ho, C., Slater, M., and Srinivasan, M.A. (1998). The Role of Haptic 
Communication in Shared Virtual Environments. Proc. of the PHANTOM™ User Group. 

3. Durlach, N., and Slater, M. (1998). Presence in shared virtual environments and virtual 
togetherness. BT Presence Workshop. 

4. Gupta, R., Sheridan, T., and Whitney, D. (1997) Experiments Using Multimodal Virtual 
Environments in Design for Assembly Analysis. Presence: Teleoperators and Virtual 
Environments. 6(3), pp. 318-338. 

5. Hasser, C.J. Goldenberg, A.S., Martin, K.M., and Rosenberg, L. B. (1998). User 
Performing a GUI Pointing Task with a Low-Cost Force-Feedback Computer Mouse, 
DSC-Vol. 64, Proc. of the ASME Dynamics and Control Division, pp. 151-156. 

6. Ishii, M., Nakata, M., and Sato, M. (1994). Networked SPIDAR: A Networked Virtual 
Environment with Visual, Auditory, and Haptic Interactions. Presence: Teleoperators and 
Virtual Environments. 3(4), pp. 351-359. 

7. Salinas, E-L., Rassmus-Grohn, K., and Sjostrom, C. (In press). Supporting Presence in 
Collaborative Environments by Haptic Force Feedback. Accepted for publication in ACM 
Transactions on Computer-Human Interaction. 




Hand-Shaped Force Interface for 
Human-Cooperative Mobile Robot 



Riku Hikiji and Shuji Hashimoto 

Humanoid Research Institute, Waseda University 
3-4-1 Okubo, Shinjuku-ku, Tokyo 169-8555, Japan 
{riku, shuj i } 0shalab . phys .waseda .ac.jp 
http : //www. phys .waseda . ac . jp/shalab/ 



Abstract. Aiming at realization of direct and intuitive cooperation between 
human and robot, we develop an interface system for a mobile robot that can 
take physical communication with its user via hand-to-hand force interaction. 
The hand-shaped device equipped on the robot with a flexible rubber-made arm 
can sense the intentional force exerted by its user. The finger part can be 
actuated in 1 DOF to achieve haptic force feedback. The robot also has bumper 
sensors and ultrasonic sensors around the body. The balance of the intentional 
force and the environmental condition determines the robot’s motion. In this 
research, we design simple algorithms for both human-following and human- 
leading motions, and devise experiments with human users. Qualitative and 
quantitative evaluations of the experimental results are also presented. 



Keywords. Human-machine interface, human-cooperative robot, haptic 
interface, “Kansei”, human-following, human-leading, force interaction. 



1 Introduction 

Until recent days, tasks of robots had been mostly limited to heavy labors and 
repetitive works in industrial factories, extreme circumstances and so on. From now 
on, however, robots are required to hold more and more works in fields of nursing, 
aiding, communication, entertainment, etc. Their operational opportunities in human 
environment are increasing significantly, and the stance of robots is shifting from “in 
place of human” to “with human”. 

An operation in human environment, in most cases, requires massive transactions 
of dynamic environmental recognition, sound recognition, linguistic recognition and 
motion planning. There are many technological problems to be overcome for self- 
controlled autonomous mobile robots that work without acquiring any support from 
others. It seems to require more time until the appearance of such robots. On the other 
hand, robots that can work as acquiring support from human are considered to be 
more practical at present. Studies on human-cooperative robots are drawing 
considerable attention of robotics researchers. 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 76-87, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 



77 



In human-robot cooperation, it is important to develop an interface system that 
affords direct and intuitive interactive communication. There are papers on 
transferring task by cooperation of multiple mobile robots [1] or on cooperative 
carrying task by a human and a manipulator robot [2,3]. Human-following experiment 
with biped humanoid robot is reported as well [4]. In our laboratory, some studies 
have been proposed to realize haptic interaction between users in distance [5,6]. All of 
the above utilize force information in achieving cooperative tasks or communication, 
but very few of them are essentially designed to be human interface. Efficient 
interface system for human-robot cooperation must afford, or appeal to “Kansei” of, 
human users to interact with the robot. “Kansei” is a human ability of achieving 
perception in non-logical way [7]. The study of interface system utilizing force [8] 
suggests that handling, safety and impression are also important factors. By the way, 
one of our most natural and well-regarded communication ways is to take hands of 
each other. Hand-to-hand interaction provides direct physical force information as 
well as an effect on mental side in terms of togetherness, amiability, and security. It 
seems efficient to utilize haptic interaction in an interface system of human- 
cooperative robot. 

Thus we propose the hand-shaped force interface for the autonomous mobile robot 
that is designed to take physical communication with the user via haptic/force 
interaction. The hand-shaped device has 1 DOF at the finger parts and is capable of 
gently grasping a human hand when it is actuated. The force information is acquired 
by the strain gages that are attached on the flexible rubber-made arm physically 
supporting the hand. The robot's motion is determined by the force input and/or the 
environmental condition. Fundamental obstacle recognition is achieved by using 
bumper sensors and ultrasonic wave sensors around the body. The robot informs the 
user of obstacles he/she is not aware of by changing the route regardless of the 
intentional force. Simple algorithms for both human-following and human-leading 
tasks are designed. We devise experiments with human users, presenting qualitative 
and quantitative evaluation to examine the system’s efficiency. 

In the future, the system can be applied to a guide robot to be used in various 
scenes, a communication robot for children and elders, and a performance robot in 
achieving interaction with a human such as dance. 



2 System 

This section explains the structure and function of the interface system in application 
to the human-cooperative mobile robot. First, we introduce the base mobile robot. 
Then, we view the whole system and function of the proposed force interface. 



2.1 Robot Body 

The robot we use in this research is two-wheeled mobile robot that can move 
forward/backward and rotate clockwise/counter-clockwise. Equipped obstacle sensors 
are bumper sensors and ultrasonic wave sensors. The bumper sensors are equipped in 




78 



Riku Hikiji and Shuji Hashimoto 



front and on the tail of the body and can sense obstacle contact in six different 
directions. The ultrasonic sensors are mounted to detect obstacles in front of the robot 
without touching. 



Fig. 1. Equipment of the bumper sensors and directions of obstacle sensing (Top View). 



Fig. 2. Outlook of the robot with the Hand-Shaped Force Interface. 

2.2 Interface Structure 

Appearance of the whole robot is shown in Fig.2. The haptic, or force, interface 
system is composed of the hand-shaped device supported by the flexible arm. The 
hand part is made of a plastic skeleton covered with a rubber glove, and is capable of 
gentle grasp with 1 DOF at the fingers. When the hand part is grasped, it is actuated to 
grasp back the human hand. The arm part is made of two rubber sticks, one vertically 
fixed on the top of the robot body and the other horizontally on top of the vertical one. 

2.3 The Arm Part and Force Sensing 

The arm part physically supports the hand part, and since it is rubber-made, it can 
easily be bent as an intentional force is exerted to the hand part. Flexibility of the arm 
thus provides a structural compliance to the system. 



Front Bumper ^ 




Tail Bumper ^ 






Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 



79 



With the use of bridged strain gauges, the arm part also functions as a force sensor. 
We adopt the Four Active Gage Method for measuring the force/torque. Each set of 
the two bridges (one on the vertical part of the arm and the other on the horizontal 
part) provides an independent output corresponding to the bend in a particular 
direction, that is, either forward/backward or clockwise/counter-clockwise (Fig.3). 
Independence as well as linearity of the force sensor output is confirmed in 
experiment as shown in Fig.4. 



FORCE/ 




The Hand Part 

The Arm Part 

Fig. 3. Decomposition of the intentional force exerted to the arm part (Top View). 




F[gW] 



Fig. 4. Bend sensor output for force exerted either forward, backward, to the left, or to the right. 



2.4 The Hand Part and Grasping 

On the bottom side of the hand is a micro-switch as a human grasp sensor (Fig. 5). 
When the hand part is grasped, the micro-switch is turned on, and the fingers are 
actuated to gently grasp back the human hand. We implemented an electro-thermal 



80 



Riku Hikiji and Shuji Hashimoto 



actuator (BMF250, Toki Corporation [9]). It is made of threadlike Shaped Memory 
Alloy (SMA). It contracts like muscles when electric current flows, and it elongates 
when cooled. The 1 DOF fingers are directly attached to the actuator as shown in 
Fig-6. 




Fig. 5. The micro-switch sensor on the bottom side of the Hand Part. 




Fig. 6. Structure of SMA actuator. 



3 Control 

This section describes how to control the whole robotic system with the proposed 
interface. 



3.1 Control Structure 

The intentional force exerted to the interface system gives the set point of the robot’s 
mobilization control. Fig. 7 shows the entire structure of the motion control system. 
The algorithm is described in the following section. 

Control of the grasp mechanism is open-looped, and strength of the grasping is 
determined experimentally. 



Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 



81 




Fig. 7. Diagram of the whole control structure of the robotic system. 



3.2 Algorithm 

We have developed two different algorithms, one for human-following task and the 
other for human-leading task. With the human-following algorithm, the robot moves 
so as to cancel out the intentional force exerted to the hand-shaped interface (Fig. 8). 
With the human-leading algorithm, route of the robot’s leading task is pre- 
programmed, and the robot executes the task unless excessive counter-directional 
force is exerted (Fig.9). When the human follower pulls the robot’s hand toward 
opposite direction of the leading motion, the robot stops until the intentional force 
ceases, meaning the follower can catch up delay. In both algorithms, when the robot 
touches obstacle, it executes “obstacle avoidance motion (Table 1)” regardless of the 
intentional force input by the human partner. Since the robot and the partner are 
taking hands of each other, force information can be directly communicated, and thus 
the robot can provide the obstacle information to the partner. The robot and the human 
can avoid obstacles cooperatively even in case of the human not aware of obstacles. 




82 



Riku Hikiji and Shuji Hashimoto 




Fig. 8. Algorithm flow chart of human-following task. 



In complex environment, it is possible that robot finds obstacle in different direction 
at the same time. When two or more conflicting “obstacle avoidance motion” occurs, 
for example when both right and left bumper sensors find obstacle, the robot will stay 
still for a second and wait for human assistance so that it can avoid vibratory motion. 

Table 1. Font sizes of headings. 



Direction of 
force/torque 


Respective motion of the Robot 


front 

left-front 

right-front 


move backward for about 1 [sec] 


left 


rotate counter-clockwise for 
30[deg] 


right 


rotate clockwise for 30 [deg] 


tail 


move forward for about 1 [sec] 















Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 



83 




Fig. 9. Algorithm flow chart of human-leading task. 



4 Experiment 

In order to examine efficiency of the proposed interface, 3 experiments are devised. 



4.1 Human-Following Experiment 

In this experiment, the human user leads the robot from the start point to the goal 
point in two-dimensional static environment. A motion capture system is used to 
acquire the fluctuation of the distance between them during the task (Fig. 10) and the 
trajectories of the human and the robot (Fig. 11). These results support the 
achievement of elementary human-following task. 






84 



Riku Hikiji and Shuji Hashimoto 




1 6 11 16 21 26 
Time [ sec ] 



Fig. 10. Fluctuation of distance between the user and the robot in human-following task. 




0 50 100 150 

X[ on] 



Fig. 11. Trajectories of the human and the robot in the Human-Following Experiment. 



4.2 Human-Leading Experiment 

In this experiment, the human volunteers are requested to follow the robot’s lead with 
an eye mask on. The robot is programmed to execute the human-leading task in the 
experimental environment as shown in Fig. 12. The average goal time of the human- 
leading tasks of 10 volunteers is comparable to the goal time of the robot moving by 
itself without human follower (Table 2). This suggests that an effective human- 
leading task is achieved. Result of the questionnaire after the experiment supports our 
proposition as well (Table 3) 




Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 



85 




Fig. 12. Environmental map of the Human-Leading Experiment (Top View) 



Table 2. Goal time of the tasks with and without human follower 



Average goal time of 10 volunteers 
when led by the robot , 


29 [sec] 


Goal time of the robot wTien moving 
by itself without human follower 


23 [sec] 



Table 3. Questionnaire answers of the Human-Leading Experiment 





Yes 


No 


was able to feel the intentional force from the 
leading robot 


10 


0 


felt securely lead to the goal 


8 


2 



Comparative Experiment 

In order to evaluate the efficiency of the interface system, a comparative experiment 
is also held with the help of the same 10 volunteers. Two other different types of the 
existing interface devices along with the hand-shaped force interface are used in 
comparison. In the same experimental environment as shown in Fig. 12, this time, the 
volunteer users are requested to lead the robot from the start to the goal. Two of the 
existing interface devices are a digital joystick and a remote controller. Each interface 



86 



Riku Hikiji and Shuji Hashimoto 



device, including the hand-shaped force interface, is handed to the user without any 
instruction. Leading tasks begin when the user confidently feels that he/she has 
learned enough to handle the robot with each interface. The average goal time of all 
users suggests that the hand-shaped force interface is useful in executing such task 
(Table 4). Afterwards, questionnaire on qualitative evaluation is held. In each 
category, users must rank the interfaces in order of quality. Scores are given in 
integers from 3 (besf) to 1 (worst), and none of the scores must be repeated more than 
once. The result supports that the newly designed interface excels in all factors of 
human interface, especially in affordance, or “Kansei” appeal, and impression. 
Handling seems also as efficient as other two (Table 5). 

Table 4. Average goal time of using different interfaces in comparative experiment. 



(a) the hand-shaped force interface 

(b) joystick 

(c) remote controller 



type of Interface 


(a) 


(b) 


(c) 


average goal time 


39 


30 


45 



Table 5. Comparative evaluation in terms of scores from the questionnaires. 



CATEGORY 


(a) 


(b) 


(c) 


Was able to handle with 

intuitiveness 

(“Kansei” appeal) 


2.6 


1.9 


1.5 


Handling of the whole robot 
was good enough 

(Handling) 


2.1 


2.0 


1.9 


Felt affinity, amiability or 
friendliness 

(Impression) 


2.9 


2.0 


1.1 



5 Conclusions 

In this paper, the hand-shaped force interface for human-cooperative mobile robot is 
proposed. By utilizing hand-to-hand force interaction, profuse communication with 
intentional force between a human and a robot is achieved. In the human-following 
task, the robot not only follows the human user to the direction in which the 
intentional force is exerted, but also recognizes obstacles and communicates that 
information to the user. In the human-leading task, the robot moves as it is pre- 
programmed. It stops when the human follower exerts intentional force to the opposite 
direction of its motion. As for evaluation of the proposed robotic system, we 
experimented on both tasks in real human-robot cooperation. Efficiency of the system 
as a human interface is also testified in comparison to other interface systems. The 































Hand-Shaped Force Interface for Human-Cooperative Mobile Robot 



87 



experimental results suggest that the proposed system fulfill the important 
requirements of human interface. 

Now, we are planning to apply a velocity/acceleration control to the robot for 
achieving more smooth motion. We are also considering on supplementing utilization 
of sound information for more informative communication between a human and a 
robot in order to develop multi-modal robot interface. 



References 

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1996 (in Japanese) 

2. K. Kosuge and N. Kazamura, “Control of a Robot Handling an Object in Cooperation”, 
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1997 

3. R. Ikeura and H. Inooka, “Variable Impedance Control of a Robot for Cooperation with a 
Human”, Proc. of 1995 IEEE International Conference on Robotics and Automation, 3097- 
3102, 1995 

4. J. Yamaguchi, S. Gen, S.A. Setia Wan, and A. Takanishi, “Interaction between Human and 
Humanoid through the Hand Contacf’, Proc. of 16th Conference of the Robotics Society of 
Japan, 951-952, 1998 (in Japanese) 

5. K. Ouchi and S. Hashimoto, “Handshake Telephone System to Communicate with Voice 
and Force”, Proc. of IEEE International Workshop on Robot and Human Communication, 
466-471, 1997 

6. Y. Fujita and S. Hashimoto, “Experiments of Haptic and Tactile Display for Human 
Telecommunication”, Proc. of the 8th IEEE International Workshop on Robot and Human 
Interaction (RO-MAN’99), 334-337, 1999 

7. S. Hashimoto, “KANSEI as the third target of information processing and related topics in 
Japan”, KANSEI The Technology of Emotion AIMI International Workshop proceedings, 
101-104, 1997 

8. J. Yokono and S. Hashimoto, “Center of Gravity Sensing for Motion Interface”, Proc. of 
IEEE International Conference on Systems, Man and Cybernetics, 1113-1118, 1998 

9. Toki Corporation Official Website. Available at 
^tt£7^^^^ok^^£^oMetaiMnd^^tm^ 



Can the Efficiency of a Haptic Display Be Increased by 
Short-Time Practice in Exploration? 



Gunnar Jansson and Anna Ivas 

Department of Psychology, Uppsala University 
Box 1225, SE-751 42 U ppsala, Sweden 
^unnarj^nssongpsy^^u^^^se^ pnnaivas0hotmail . coin| 



Abstract. The main aim was to investigate if short-term practice in exploration 
with a PHANToM can improve performance. A second aim was to find out if 
some exploration modes are more successful than other modes. Ten 
participants practiced exploration of nine blocks of 24 virtual objects 
distributed over three days. The result was that the performance for a majority 
improved during this practice, but that there were large individual differences. 
It was suggested that one of the modes has some advantage. A main 
conclusion is that there is a high risk that studies of displays with users without 
practice underestimate the usefulness of the displays. 



1 Introduction 

An ideal computer display should present information in such a way that a user 
immediately, without any special practice, can pick up the information it makes 
available. Concerning visual and auditory displays this goal is reached in many 
cases. For haptic displays this requirement is much more difficult to achieve. 

One explanation of this contrast between displays for the different senses is proba- 
bly that the eyes and ears can explore many common displays in a way very similar 
to their natural ways of exploring the environment. This is not the case with the 
hands exploring the haptic displays presently available. 



1.1 Restriction to One Point of Contact at a Time between User and Virtnal 
Object 

The exploration methods accessible for a commercially available haptic display, such 
as the three-degrees-of-freedom versions of the PHANToM (Sensable Inc.), are 
restricted by the construction fact that there is only one point of contact between user 
and virtual scene at a time. Normal haptic exploration is usually quite different. 
When all fingers and both hands can be used there are many points of contact 
between the exploring hand and the virtual scene, and there are a number of different 
ways of exploring an object [9]. A six-degrees-of-freedom device, such as a recently 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 88-97, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



Can the Efficiency of a Haptic Display Be Increased? 



89 



developed PHANToM, increases the available information but it is still far from the 
natural situation. 

For the contact between the user and the virtual scene there are two standard 
options with a PHANToM, one with a finger put into a "thimble" and one with 
several fingers holding a stylus. As the number of fingers involved and ways of con- 
tact are quite different in the two cases, it may be expected that the one with more 
fingers would be more efficient. However, in an experiment where the two options 
were compared there were no significant differences, neither in proportion of cor- 
rectly identified forms, nor in exploration time [6, 7]. This indicates that the critical 
factor is their common feature, the restriction to one point of contact at a time. 



1.2 The Efficiency of Haptics in Real and Virtnal Contexts 

Haptics is typically a sense that picks up information serially. Even if it is sometimes 
possible to pick up information by one grasp of an object, it is much more common 
to explore the object by moving it in the hand or moving the hand over it. 
Manipulation takes time, and there is seldom the (nearly) immediate correct 
identification possible with vision. This is especially apparent in virtual contexts. In 
an experimental study with PHANToM objects in dimensions between 10 and 100 
mm it was found that the means of exploration times varied between 10 and 23 sec 
[8]. Even if one of the forms, the sphere, could be correctly identified in 100 % of the 
cases, other simple forms had lower identification proportions, as well as longer 
exploration times. 

However, this result does not reflect the capacity of haptics. In an experiment, 
where the form of virtual and real objects in dimensions between 5 and 9 mm was 
identified, it was found that the form of real objects explored naturally were always 
correctly identified within a mean exploration time of 2 sec [6, 7]. The identification 
of virtual objects of the same forms and with the same dimensions was much slower 
(means down to 25 sec as best) and much less accurate (approaching 80 % as best). 

There are at least two components that may be responsible for the difference in 
efficiency of identification between virtual and real objects. One is the earlier men- 
tioned difference in exploratory movements accessible; another is the availability of 
extended skin area at the point(s) of contact between the user's skin and the virtual 
object. That the latter component is important was demonstrated in experiments 
where only one point of contact and no extended skin area were available during 
haptic exploration of real objects [10]. 



1.3 Changing the Display or the User? 

The difference in identification results between real and virtual objects indicates that 
the capacity of haptics is not the main problem. An improvement of these results has 
instead to be sought in factors of importance for the interaction between haptic dis- 
play and user and include changes of at least one of them. In principle, changing the 
display in such a way that it is better adapted to haptics' way of functioning would be 
an excellent solution. The development of a six-degree-of- freedom PHANToM is an 




90 Gunnar Jansson and Anna Ivas 

effort in this direction. However, the development of displays of such a complexity 
as those considered here is a most demanding task, from both a technical and an eco- 
nomic point of view. This fact is a good reason also to consider the option of chang- 
ing the user. 

Human beings have in many contexts demonstrated an admirable capability to 
adapt to new environments, including artificial ones in technical contexts, especially 
after long-time practice^] This adaptability has been utilized to a very large degree in 
the development of new technology. As an evident example, consider the develop- 
ment of transportation means: bikes, cars, airplanes, and moon rockets. Human 
beings have been able to adapt relatively well to such devices and use them 
successfully. However, the many accidents with many of them indicate that there are 
limits in the adaptation potentials of the users. User adaptation has often been relied 
upon as a main solution for the device-user interaction, but its limits should also be 
considered. This said, it may be stated that adaptation of the user may be a factor 
contributing to a solution, especially when adaptation of a device so complex and 
expensive as in the case of haptic displays. 



1.4 Accentuation of Haptic Exploration Problems when Vision Is not 
Available 

When vision and haptics are used simultaneously to explore the same part of the 
environment haptics is to a large extent guided by vision. Vision has an immediate 
overview of the scene that haptics has not and can therefore guide the observer to the 
object to be explored and to parts of the object of special interest. When vision is not 
available during haptic exploration, for instance, when the exploring person is blind, 
haptic exploration problems are accentuated. In such situations an efficient interac- 
tion between a haptic display and its user is especially important. 



2 Experimental Problems 

2.1 Can the Efficiency of Exploration with a Haptic Device Be Increased by 
Short-Term Practice? 

Most human skills can be improved by practice. Even if it is not possible to utilize all 
the biologically given capacities of haptics when using a device such as a 
PHANToM, there is a high probability that the efficiency in exploration with this 
display will be improved with practice. However, it is not known what level of 
performance it is possible to reach and how much practice is needed to attain specific 
levels. The main aim with the experiment to be described was to investigate the 
effect of practice on the efficiency in using a haptic display during a rather short 
period. 



' A discussion of the potentials of learning computer use from a cognitive point of view was 
provided by Mayer [11]. 




Can the Efficiency of a Haptic Display Be Increased? 



91 



More specifically, the main experimental problem was to study if short-term prac- 
tice in exploration of objects with the stylus of a PHANToM can increase proportion 
of correctly identified object forms and decrease exploration time used? 



2.2 Are there Differences in Efficiency between Ways of Holding the Stylns? 

It is known from studies in other contexts where haptic exploration is used that ways 
of exploring is important for efficiency, for instance, concerning tactile maps [1, 4], 
It is a reasonable hypothesis that this is the case also concerning the use of haptic dis- 
plays. 

One aspect of exploration with a PHANToM stylus is the way of holding the sty- 
lus. Even if the activities are different there are similarities with holding a pen during 
writing. A pen is held in many different ways. There are a number of differences in 
the grip of the pencil, including number of fingers used and distance between pencil 
point and the tips of the fingers, as well as in the rotation of the wrist. There are also 
important changes during the development of children's writing [3, pp. 87-94]. 

Informal observations indicate that users choose several different ways of holding 
the PHANToM stylus during exploration when no specific instruction is given. A 
second aim of the present experiment was to get preliminary indications of ways of 
holding the stylus that are successful and less successful, respectively. It may be 
hypothesized (I) that participants change their way during practice in order to be 
more efficient, and (2) that there are differences between more successful and less 
successful participants. 



3 Method 

3.1 Participants 

Five men and five women, all sighted, with a mean age of 25 years (SD = 3 years) 
participated. They were paid and all of them except one were university students. No 
participants had any experience in using a PHANToM. 



3.2 Haptic Display 

A PHANToM 1.5 A (Sensable Inc.) was used with the stylus option. (See 
^^ww^sensablexo^ details.) 



3.3 Virtual Objects 

The virtual objects consisted of four simple geometric forms (cube, sphere, cylinder 
and cone) in six different sizes (dimensions being between 5 and 15 mm and all three 
dimensions of each object having the same length). The objects were rendered with 



92 



Gunnar Jansson and Anna Ivas 



the program ENCHANTER based on GHOST^^ SDK and written by Fanger and 
Kdnig in cooperation with the first author of this paper [2]. 

In order to avoid problems for the participants to find the object to be explored, it 
was rendered in the center of a cubic room with dimensions 2 mm larger than those 
for each of the objects. At the start of each trial also the end of the PHANToM arm 
was located within the same room. The minimum distance between a part of the 
object and the surrounding room was thus minimum 1 mm. In order to simplify for 
the observer to judge if the object or the inner walls of its surrounding room was 
touched, the object and the room were given different friction values, the former very 
low values and the room walls higher. 



3.4 Spatial Arrangement 

The PHANToM was placed at the edge of a table with its arm extending in free 
space. The participant was sitting in front of the device with the center of the virtual 
objects roughly in the sagittal plane and at the height of the elbow. The stylus was 
grasped with the participant's preferred hand and his/her forearm was approximately 
horizontal. 



3.5 Procedure 

The participants were first informed about the functioning of the PHANToM, the 
procedures of the experiment, and safety aspects. Then their eyes were covered and 
they were equipped with headphones providing white noise masking environmental 
sounds. For safety reasons they wore a standard head protective device common in 
industry. 

The participants were instructed that their task was to identify the form of the 
object explored by saying the name of the form within a maximum time of 1 min. 
There was no specific instruction about how to hold the stylus; the participants were 
only advised to hold it in a way they considered most suitable. They were told that it 
was important both to be accurate and to answer without unnecessary delay. 

Before the experiment proper the participants were shown four real objects 
(dimensions 25 mm) to be explored with a hand, each with one of the forms included 
in the experiment. This should eliminate any terminological misunderstanding. Next, 
they were presented four virtual objects (dimensions 52 mm) to be explored with the 
Phantom stylus. 

The objects were displayed one at a time in blocks consisting of all the 24 objects. 
The order was randomized differently within each block. In total nine blocks were 
explored by the participants during three different days, three blocks each day with a 
few minutes rest between the blocks. The number of objects each day was thus 72 
and in total each participant explored 216 objects. The time for each daily session 
was about one hour. The time between the experimental days was maximum a week. 
At the end of each day session the participants were informed about their total result 
that day. 




Can the Efficiency of a Haptic Display Be Increased? 



93 



Time used for the exploration of each object, from the start of the exploration until 
the beginning of the response was registered, and all sessions were videotaped. 



4 Results 

4.1 Proportion of Correct Identifications 

The mean results for Proportion of correct identifications over the nine blocks of 
practice are presented in Fig. 1 (left). A three-ways ANOVA for the whole group 
demonstrated highly significant (p<.001) effects of the factors block, size of object 
and form of object. However, there were large individual differences. A minority of 
the participants (N=3) had results close to chance level from start and they did not 
show any improvement. Their results were remarkably different from those of a 
majority (N=7) whose mean result for the ninth block was about the double of that 
for the first block. The most successful of the participants reached a result for the 
ninth block (.88) that was more than five times that of a low level result for the first 
block (.17). 



— ■A — Majority — ■ — Whole group 



— — Minority Chance level 





Fig. 1. Means of Proportion of Correct Identifications (left) and Means of Exploration Time 
(right) for each block, Blocks 1-3 during Day 1, Blocks 4-6 during Day 2 and Blocks 7-9 
during Day 3. Separate curves are given for Whole group, Majority, and Minority, as well as 
Chance level in the left part of the figure. 



Among the forms the sphere was most easily identified, a result in agreement with 
that in earlier experiments [8]. The cone and the cylinder were most difficult to iden- 
tify. There was a clear tendency for accuracy to increase with size of object, but the 
increase was not monotonous. 





94 



Gunnar Jansson and Anna Ivas 



4.2 Exploration Time 

The mean results for Exploration times over the nine blocks of practice are presented 
in Fig. 1 (right). A three-ways ANOVA for the whole group demonstrated significant 
effects of the factors block (p<.001), size of object (p<.001), and form of object 
(p<.01). However, as in the case of the Proportion correct, there were large 
individual differences. The same two groups could again be identified. The minority 
(N=3) performed the task in a much shorter exploration time than the other 
participants and their time was nearly the same during the first and the ninth block. 
The majority (N=7) decreased their exploration time during the course of the 
experiment. There was also a tendency to decrease the time for the blocks within 
each of the three days. 



4.3 Differences in Ways of Holding the Stylus 
4.3.1 Two Main Modes Were Used 

Nine of the participants used their right hand, one her left hand. In most cases the 
stylus was held closer to a horizontal plane than to a vertical plane. The stylus was 
grasped in mainly two ways that can be called Palm- Vertical and Palm-Horizontal, 
respectively. 

The Palm-Vertical mode is similar to a precision grip [12, p. 86]. The stylus is in 
most cases held by the index finger and the middle finger opposing the thumb with 
the top end of the stylus protruding between the thumb and the index finger. The 
palm was approximately vertical (Fig. 2, left). 

The Palm-Horizontal mode means that the stylus is grasped from above by all 
fingers and the palm mainly oriented in a horizontal plane (Fig. 2, middle and right) 




Fig. 2. The two main modes of holding the stylus during exploration with the PHANToM: the 
Palm-Vertical mode (left) and the Palm-Horizontal mode (middle). The photo to the right 
shows a temporary vertical orientation of the latter mode demonstrating the grip (photos 
grabbed from video). 



4.3.2 Typically, One Mode Was Used throughout 

Most of the participants chose one type of grasp at the start and used it through the 
whole experiment but three participants changed between them. Two of these 
changed one time (during the beginning of the third day) from Palm-Horizontal to 



Can the Efficiency of a Haptic Display Be Increased? 95 

Palm- Vertical; one participant changed a few times but used the Palm-Vertical mode 
during a much longer time. 

4.3.3 Advantage for the Palm-Vertical Mode? 

There was no clear-cut difference in the use of the two modes between the majority 
and the minority mentioned above. Both modes were represented in both groups. 
However, it can be noted that in the successful majority the Palm-Vertical mode was 
used by three of seven participants throughout the whole experiment, one changed to 
it during the third day and one used it most of the time. 



4.4 Location of Grasping on Stylns 

From the videotapes it was also studied where along the stylus it was grasped. Typi- 
cally, it was held within the middle third of its length with only small variations dur- 
ing the experiment and between participants. No conclusion about optimal way of 
grasping in this respect can be drawn from the analysis. 



5 Discussion 

5.1 Increased Efficiency for a Majority of the Participants 

The performance of the majority group of participants demonstrates that the propor- 
tion of correct identifications of virtual objects can be increased during short-time 
practice without any specific instruction. In the experiment the mean proportion of 
correct identifications for this group was approximately doubled. There is a tendency 
to an asymptote having been reached during the third day. No participant reached a 
level of 100 % correct identifications, however, which is often reached with natural 
exploration of real objects [6, 7]. 



5.2 No Improvement for a Minority of the Participants 

The factors responsible for the results of the minority group, proportions of correct 
identifications close to random and identifications without improvement, are uncer- 
tain. Their generally relatively short exploration times may indicate, however, that 
they, contrary to the instructions, gave more emphasis to speed than to accuracy^ 



^ One participant in the minority group grasped the stylus rather close to its top much of the 
time, which may have been a factor contributing to her result, as such a grasp probably 
decreases precision. 




96 



Gunnar Jansson and Anna Ivas 



5.3 Efficiency of Different Ways of Holding the Stylns 

The analysis of the participants' ways of holding the stylus did not produce material 
for unequivocal conclusions. However, some suggestions can be found. Some results 
indicate that the Palm-Vertical mode has some advantage. However, more research is 
needed to reach sure conclusions. 

It should be noted, however, that it is also possible that the way of holding the sty- 
lus is not a very important parameter. Such a statement would be in line with the no- 
difference result obtained when the thimble and the stylus options for the PHANToM 
were compared [6, 7]. The dominating factor may be the one-point-of-contact-at-a- 
time component of the haptic display. 



5.4 Relevance for Visually Impaired People 

One context where haptic displays may be useful is the rendering of 3D representa- 
tions readable for visually impaired people [5]. That performance can be increased 
substantially by short-term practice would greatly simplify this application. 



6 Conclusion for Evaluations of Haptic Displays 



There is a high risk that evaluations of haptic display aiming to find an absolute level 
of performance and utilizing people without practice in using the device underesti- 
mate its usefulness. A few days practice in exploration may mean substantial 
improvements[] 



Acknowledgements 

This study is a follow-up of projects made possible by grants from the Swedish 
Council for Research in the Humanities and Social Sciences and from the Swedish 
Transport and Communications Research Board. The authors are indebted to Lars- 
Erik Larsson for technical assistance. 



References 



1. Berla, E.P.: Haptic perception of tangible graphic displays. In W. Schiff and E. Foulke 
(eds.): Tactual Perception: A Sourcebook. Cambridge University Press, Cambridge, 
England (1982) 364-386. 

2. Fanger, J., and Konig, H.: Entwicklung einer Modellierungs- und Experimentierumgebung 
fur eine Kraftriickskopplungsgerdt (Development of a form production and experiment 



^ This problem is not so great if the aim is to find performance differences between 
experimental conditions. 




Can the Efficiency of a Haptic Display Be Increased? 



97 



environment for a force feedback device). Praktikumsdokumentation. Institute for 
Simulation and Graphics, Magdeburg University, Germany (1998) 

3. Hyldgaard, L.: Spatial accuracy and temporal efficiency in children's tracing with a pencil. 
Ph.D-thesis. Uppsala University, Department of Psychology, Uppsala, Sweden (ISBN 91- 
506-1406-1) (2000) 

4. James, G.A.: Mobility maps. In: W. Schiff and E. Foulke (eds.): Tactual Perception: A 
Sourcebook. Cambridge University Press, Cambridge, England (1982) 334-363 

5. Jansson, G.: Can a haptic display rendering virtual 3D objects be useful for people with 
visual impairment? Journal of Visual Impairment and Blindness 93 (1999), 426-429 

6. Jansson, G.: The importance of available exploration methods for the efficiency of haptic 
displays. In: Abstracts. Symposium on Multimodal Communication. Linkoping University, 
Linkoping, Sweden (1999) 

7. Jansson, G., and Billberger, K.: The PHANToM used without visual guidance. In: Proceed- 
ings of the First PHANToM Users Research Symposium (PURS99). Deutsches 
Krebsforschung szentrum, Heidelberg, Germany (1999). Also available at 
^eidelberg^_^J)urs99/proceedings/jansson.pdf 

8. Jansson, G., Billberger, K., Petrie, H., Colwell, C., Kornbrot, D., Fanger, J., Konig, H., 
Hardwick, A., and Fumer, S.: Haptic virtual environments for blind people: Exploratory 
experiments with two devices. International Journal of Virtual Reality, 4 (1999) 10-20 

9. Lederman, S., and Klatzky, R.L.: Hand Movements: A Window into Haptic Object 
Recognition. Cognitive Psychology 19 (1987), 342-368 

10. Lederman, S.J., and Klatzky, R.L: Sensing and Displaying Spatially Distributed Fingertip 
Forces in Haptic Interfaces for Teleoperator and Virtual Environment Systems. Presence 8 
(1999), 86-104. 

1 1. Mayer, R. E.: From novice to expert. In M. Helander, T. K. Landauer, and P. Prabhu (eds.): 
Handbook of Human-Computer Interaction. Sec. compl. rev. ed. Elsevier, Amsterdam 
(1997) 781-795 

12. Pheasant, S.: Anthropometry, Ergonomics and the Design of Work. Sec. ed.. Taylor and 
Francis, London (1996) 



Implicit Accuracy Constraints in Two-Fingered Grasps 
of Virtual Objects with Haptic Feedback 



Frank E. Pollick*, Chris Chizk^, Charlotte Hager-Ross^, and Mary Hayhoe^ 

’Department of Psychology, Glasgow University 
frank0psy.gla.ac.uk 
^Center for Visual Science, University of Rochester 
{ chizk, |nary } 0c vs .rochester. edu ] 
charlotte . hager-ross0rehabmed . umu^. se 



Abstract. Using virtual objects that provided haptic feedback we studied two- 
fingered movements of reaching to grasp and lift an object. These reach-grasp- 
lift movements were directed to objects of identical physical size but with the 
different physical properties of mass, and coefficient of friction between the 
floor and object. For each condition, the resulting forces and kinematic 
properties of movements were recorded after a brief amount of practice with 
reaching to grasp and lift the object. It was found that for conditions where the 
object was more stable to perturbation, such as large mass or high friction, the 
contact force with the object was greater. This suggests that the stability of the 
object is quickly and easily learned and subsequently influences the accuracy of 
the movement. The possibility is discussed that such programming of contact 
force is incorporated into the planning of grasps and how this would interact 
with the execution of grasps to virtual objects with and without haptic feedback. 



1 Introduction 

Reaching out to grasp and lift an object involves the problem of not only controlling 
the arm as it moves towards the object but also controlling the arm plus the object 
after contact. This continuous action of reach-grasp-lift has commonly been 
examined primarily as two separate problems of 1) reaching to grasp and 2) lifting. 
Research into these two problems have indicated that expectation and learned models 
of the arm, hand and environment contribute significantly to the regularities observed 
in both actions. In the present research, we focus on how learned models of the object 
to be grasped influence impact with the object in the transition from reach to lift in the 
continuous motion of reach-grasp-lift. Our examination of the reach-grasp-lift 
movement was done using a virtual environment including haptic feedback that 
enabled us to synthesize virtual objects with both visual and haptic properties and 
study interaction with these objects. 

In an earlier study examining grasps to virtual objects that did not provide haptic 
feedback it was found that, in comparison to grasps with real objects, the grasps to 
virtual objects had longer deceleration phases and were more variable in their 
endpoint position [1]. It was conjectured that this difference was mainly due to the 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 98-107, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 



Implicit Accuracy Constraints in Two-Fingered Grasps of Virtual Objects 



99 



lack of impact with an object at the end of the reach to grasp movement, namely that 
contact with the object is used strategically to assist in braking the motion of the hand. 
Support for this view comes from studies in pointing movements where it has been 
found that contact forces are incorporated in the programming of pointing movements 
[2]. In grasp, although it is generally accepted that preprogrammed grasp movements 
incorporate aspects of the size and distance to the object [3, 4, 5, 6], there is not 
abundant evidence that grasping motions are sensitive to the dynamics of the object to 
be grasped. However, evidence exists that surface texture and other intrinsic 
properties of an object modulate the reach to grasp motion [7, 8]. 

In the present experiment we wished to explore whether contact forces were 
influenced by the properties of the object to be grasped. We examined this by having 
participants grasp virtual objects simulating different masses and friction relations 
between the object and floor. By performing 10 practice trials participants became 
acquainted with the object properties and then data was taken of the reach-grasp-lifl 
motions. It was predicted that contact forces would be learned implicitly, and be 
related to the accuracy constraints demanded by interaction with each object. 
Specifically that heavy objects stuck tightly to the floor would be struck with 
significant force while light objects on a slippery floor would be struck lightly. 
Positive results would not only suggest a role for the programming of contact forces 
in the planning of reach to grasp movements, but would also indicate possible 
advantages of incorporating haptic feedback for interactions with virtual objects. 



2 Methods 



2.1 Apparatus 

Both the visual stimuli and the force feedback upon contact were programmed within 
a virtual environment constructed with a graphics computer, head-mounted display 
and haptic interface device. At the heart of this virtual environment is a graphics 
generation system run by a Silicon Graphics Onyx processor equipped with four 
RIOOOO processors and an Infinite Reality rendering engine. In addition to generating 
the graphics, the Onyx is equipped with a high-speed serial board capable of 
simultaneous communication with the head-tracker and haptic interface device. The 
head mounted display used was a Virtual Research V8 composed of two 1.3” LCD 
panels which were capable of producing a true 640X480 VGA display. The haptic 
interface was obtained with two extended-range Phantom haptic feedback devices 
from SensAble Technologies that allowed the thumb and index finger to be tracked 
and force feedback applied. The workspace of the combined Phantoms is 
approximately 400 X 600 X 800mm. The DC motors powering the Phantoms were 
capable of exerting over 20 N of force to the fingers. The ability of the Phantoms to 
collect data of position and force at the fingertips varied with the computational load 
upon the system, and was 400 Hz on average. 




100 Frank E. Pollick et al. 



2.2 Stimuli 

The visual stimuli consisted of spheres representing the fingertip positions and a fiat 
sheet which served as the floor upon which the cube to grasp was placed. The 
dimensions of the cube were 35 X 35 X 50mm, with grasps directed across the 50 mm 
side. The spheres representing fingertip positions had a radius of 5 mm. The fiat sheet 
had dimensions 300X 400mm and appeared at the level of the table upon which the 
fingers rested. Taking the origin of this sheet to be at its center, and the close left 
comer to have coordinates of (-200, 150), the fingers of the right hand started their 
movements at position (75, -150) and the object was located to have its center at 
position (-65, 95). In addition there was a small sphere of radius 5 mm placed 130 mm 
above the center of the cube, which served as a visual signal of the height to which the 
object should be lifted. All the objects were rendered using lambertian shading and 
diffuse and point light sources. 

The haptical properties were varied to obtain cubes of different weight and 
different frictional relations with the floor. These manipulations resulted in cubes of 
different weight that due to friction with the floor were more or less sensitive to 
displacement forces. The friction between the fingertips and the cube was held 
constant. For the experiment 3 object weights were used simulating mass (M) of 50, 
100 and 200 grams. Four static coefficients of friction (! g) were used, simulating 

values of 0.12, 0.30, 0.65 and 1.0. The dynamic friction coefficients (! ^j) 

corresponding to these 4 values were 0.12, 0.12, 0.48 and 0.82 respectively. The 
experiment consisted of a weight series of the 3 weights with the coefficient of 
friction held constant at 0.65 for static and 0.48 for dynamic, and a friction series of 
the 4 frictional values with the mass held constant at 68 grams. A summary of these 
values is presented in Table 1. 

The visual properties of the object to be grasped were held constant except for the 
color of the object which was varied to serve as an indicator that the cube to be 
grasped was the same or different from previous cubes. 

Table 1. Mass and friction values for the 7 different experimental conditions. The rightmost 
column of ! g M provides an estimate of the different relative amounts of force required to 
move the object. 



condition 


M 

(grams) 


1 

• s 


!d 


!sMV 


1 


50 


0.65 


0.48 


32.50 


2 


100 


0.65 


0.48 


65.00 


3 


200 


0.65 


0.48 


130.00 


4 


68 


0.12 


0.12 


8.16 


5 


68 


0.30 


0.12 


20.40 


6 


68 


0.65 


0.48 


44.20 


7 


68 


1.0 


0.82 


68.00 





Implicit Accuracy Constraints in Two-Fingered Grasps of Virtual Objects 



101 



2.3 Procedure 

The experiment consisted of examining reach-grasp-lift motions towards objects in 
the 7 different simulated conditions (consisting of the weight series of 3 conditions 
and the friction series of 4 conditions). For an individual trial, a participant began 
with their thumb and index finger at the start position. At the go signal they reached 
out to grasp the cube and then lifted it to a height of 13 cm and held it steady before 
placing it back down on the floor and returned their fingers to the start position. Each 
trial was self paced and approximately 8 seconds of data were recorded for each trial. 

The 7 different conditions were blocked so that participants could become 
accustomed to each experimental condition. For each block a participant performed 
20 lifts, of which the first ten served as practice and the last ten were recorded for 
subsequent data analysis. 

Data was recorded from 3 participants, all of whom were naive to the purpose of 
the experiment. The entire experiment took approximately 45 minutes. 



3 Results 

Data from individual reach-grasp-lift records were analyzed using software written in 
Matlab. This processing of data included a preliminary step of preprocessing, 
followed by extraction of relevant forces and kinematic markers to characterize the 
movements. The preprocessing involved first using linear interpolation to have each 
record evenly sampled at a rate of 500 Hz. Following this, the interpolated data were 
filtered with a order dual pass butterworth filter with a lowpass cutoff of 8 Hz. 
First and second derivatives of the position and force data were obtained through the 
use of central difference equations. 

Estimates of the startpoint of the movements were found by averaging together the 
velocity of the two fingers and finding the first 3 points which had greater tangential 
velocity than 5% of the maximum velocity. Estimates of the endpoint of the 
movements were taken from the time that the first finger hit the object. The time of 
impact was taken as the time of the first peak of the first derivative of force for either 
finger. Examination of the first derivative of force was limited to between time of 
maximum aperture and time of maximum vertical position of the lifted object. 



3.1 Kinematics 

Reach to grasp movements are typically thought of as involving the relatively 
independent components of transport and preshape [3]. The maximum velocity, 
acceleration and deceleration of the wrist characterize the transport component, and 
the maximum aperture between the two fingers characterizes the preshape component. 
Since in the current study there were no measurements of the motion of the wrist we 
used the average velocity of the two fingers to estimate properties of the transport 
component. The magnitudes of these kinematic markers are shown in Figure 1 and 
their temporal sequencing of is shown in Figure 2 where time has been normalized so 




102 Frank E. Pollick et al. 



that time=l is equivalent to the first touch of the object. Visual inspection of Figures 
1 and 2 indicate slight deviations between the weight series and the friction series as 
well as within each series. 







Fig. 1. Values of the a) maximum aperture, b) maximum velocity, c) maximum acceleration 
and d) maximum deceleration for the 7 different experimental conditions. 

Closer examination of the results was obtained by performing, for each 
combination of participant and kinematic marker; a one factor repeated measures 
ANOVA that examined the effect of object condition on the kinematic marker. Result 
of these analyses showed that at a p<0.05 level of significance, condition had an effect 
on maximum velocity for all three participants, maximum aperture for two 
participants, maximum acceleration for one participant and maximum deceleration for 
none of the participants. Further statistical analysis was performed on the average 
data of all three participants and it was found that there were statistically significant 
effects of condition for these kinematic markers, which involved higher order 
interactions with participants. However, possibly due to the small number of 
participants, these individual differences appeared to fall into no regular pattern. 



Implicit Accuracy Constraints in Two-Fingered Grasps of Virtual Objects 



103 



3.2 Contact Forces 

Of primary interest for the current research was an estimate of the contact force with 
the object. Estimation of a contact force is problematic in the sense that there are two 
fingers involved in hitting the object and contact of the two is possibly simultaneous. 
Our definition of contact force was taken to be the maximum difference between the 
two finger forces that occurred in the first 100ms after contact of the first finger on the 
object. For this measure we only considered forces in the horizontal plane, ignoring 
the vertical component of force. We restricted our analysis to these horizontal forces 
since our primary interest was in forces which would displace the object and thus 
make it more difficult to initiate a lifting motion. An example of this measure is 
shown in Figure 3. The rationale for this choice was that the 100ms time window 
should be short enough to avoid sensory feedback while still long enough to indicate 
whether the object was being met simultaneously with near equal forces or 
nonsimultaneously with a large collision force by one of the fingers. 



CD 

E 

"D 

CD 

N 

E 

o 

c 



1 

0.9 

0.8 

0.7 

0.6 

0.5 

0.4 

0.3 

0.2 

0.1 

0 



1 







1 1 


1 


1 






X 


max veiocity 










□ 


max deacceieration 










4- 


max aperture 








+ 




+ 


4 


4 




□ 


+ 


+ 






+ 




□ 


□ 






- □ 






□ 




□ 




X 










- 




X 






- 


X 






X 

X 


X 


X 


. A 


A 


A 


< 

<1 




A . 










A 




1 


2 


3 


4 5 


6 


7 



condition 



Fig. 2. Temporal sequencing of the kinematic parameters for the 7 different experimental 
conditions. Time is normalized so that first contact with the object corresponds to the time of 1 . 



104 Frank E. Pollick et al. 





time (s) 



Fig. 3. Example of the calculation of contact force. In (a) we see the timecourse of force 
measurements for both the thumb and the index finger. In (b) we see the difference between 
these two curves. The corresponding estimate of the contact force would be approximately 0.07 
Newtons as found on the peak of the curve shown in (b). For both (a) and (b) time of zero 
corresponds to contact of the first finger with the object. 



Our hypothesis was that the various simulated conditions would provide different 
accuracy constraints for grasping and lifting the object. In other words, we would 
expect that the measured contact forces should be proportional to the threshold force 
with which the object could be struck before it moved. An examination of this 
hypothesis is shown in Figure 4 where we have plotted the measured contact force 
versus ! § M. It can be seen that the relationship between these two factors is 

consistent with the hypothesis that objects that can withstand a greater contact force 
before moving will receive a greater contact force. 






Implicit Accuracy Constraints in Two-Fingered Grasps of Virtual Objects 



105 




Fig. 4. A plot of the measured contact force versus the quantity ! ^ M for each of the 7 

experimental conditions. A linear regression was performed on the points and the resulting line 
is shown on the graph as well as, r^, the percentage of variance accounted for hy the linear 
relationship. The predicted relation is that contact force should increase for experimental 
conditions with higher values of ! g M. 



Finally, we wished to examine the previously mentioned kinematic markers to see 
if the kinematic values obtained could have been related to the contact force. Figure 5 
shows the maximum aperture, maximum acceleration, maximum velocity and 
maximum deceleration versus the contact force for each of the 7 conditions. As can 
be seen there was a general trend for the maximum aperture to increase with 
increasing contact force. Similarly, as for increasing contact force there was a 
tendency for the movement to accelerate quicker, reach a higher maximum velocity 
and then decelerate quicker. 



106 Frank E. Pollick et al. 




contact force (N) 

Fig. 5. The four different kinematic markers of a) maximum aperture, b) maximum velocity, c) 
maximum acceleration and d) maximum deceleration are plotted versus the measured contact 
forces. Each graph includes the resultant linear regression line and the corresponding value of 



4 Discussion 

The results were consistent with the hypothesis that contact forces would increase as 
the virtual object was more stable and thus capable of absorbing greater force before 
moving. In addition to these differences in contact forces it was found that the 
standard kinematic parameters used to describe grasp were found to covary with the 
contact force. The grasps to these more stable objects had apparently larger apertures 



Implicit Accuracy Constraints in Two-Fingered Grasps of Virtual Objects 



107 



and greater velocities - kinematic values which are characteristic of low accuracy 
grasps [9]. It thus appears that the programming of contact force with an object is 
intrinsically involved in the planning of grasp accuracy. 

The results suggest that incorporating haptic interaction with objects would be 
useful for obtaining natural interactions with virtual objects. Without haptic feedback 
we can conjecture that the grasp kinematics would tend towards the values required 
when nearly zero contact force must be applied to the object. Thus, for high precision 
grasps there might be little effect of haptic feedback in modulating the kinematics of 
grasp. However, for grasps to stable objects we would expect that haptic feedback is 
key in providing deceleration forces to the hand. Thus, with no haptic feedback 
grasps to stable objects would likely appear unrealistic. 



Acknowledgements 

We thank Peter Giblin for helpful suggestions. 



References 

1. Pollick, F.E.: Virtual Surfaces and the Influence of Cues to Surface Shape on Grasp. 
Virtual Reality 3 (1998) 85-101 

2. Teasdale N., Schmidt, R.A.: Deceleration Requirements and the Control of Pointing 
Movements . Journal of Motor Behavior 23 1991 131-138 

3. Jeannerod, M.: The Neural and Behavioral Organization of Goal-Directed Movements. 
Clarendon Press, Oxford (1988) 

4. Jeannerod, M.: The Cognitive Neuroscience of Action. Blackwell, Oxford (1997) 

5. Mackenzie, C.L., Iberall, T.: The grasping hand. Elsevier-North Holland, Amsterdam 
(1994) 

6. Smeets, J.B.J., Brenner, E.: A New View on Grasping. Motor Control, 3 (1999) 237-271 

7. Fikes, T.G., Klatzky, R.L., Lederman, S.J.: Effects of Object Texture on Precontact 
Movement Time in Human Prehension. Journal of Motor Behavior 26 (1994) 325-332 

8. Savelsbergh, G.J.P., Steenbergen, B., van der Kamp, J.: The Role of Fragility Information 
in the Guidance of the Precision Grip. Human Movement Science 15 (1996) 115-127 

9. Wing, A.M., Tuiton, A., Fraser, C.S.O.: Grasp Size and Accuracy of Approach in Reaching. 
Journal of Motor Behavior 18 (1986) 245-260 




Interaction of Visual and Haptic Information in 
Simulated Environments: Texture Perception 



Steven A. Wall and William S. Harwin 

The Department of Cybernetics, University of Reading 
Whiteknights, PO Box 225, Reading RG6 6AY, UK 
Facsimile: +44 (0) 1 18 931 8220 

s . a . wal 10 reading .ac.uk, w . s . harwin0 reading .ac.uk 

FttF 



Abstract. This paper describes experiments relating to the perception of the 
roughness of simulated surfaces via the haptic and visual senses. Subjects used 
a magnitude estimation technique to judge the roughness of "virtual gratings" 
presented via a PHANToM haptic interface device, and a standard visual 
display unit. It was shown that under haptic perception, subjects tended to 
perceive roughness as decreasing with increased grating period, though this 
relationship was not always statistically significant. Under visual exploration, 
the exact relationship between spatial period and perceived roughness was less 
well defined, though linear regressions provided a reliable approximation to 
individual subjects' estimates. 



1, Introduction 

It is generally the case that our perceptions of the world arise as a combination of 
correlated input across several of the senses. Our experiences are not based upon 
selective stimulation of certain receptors, as may arise in a laboratory situation. 
Consider the act of haptically exploring an object. Touching an object's surface often 
simultaneously yields information regarding the compliance, texture, shape and heat 
conductive qualities of the object. The touching process may also be perceived 
aurally, for example, a tap or scrape, and is usually supported by visual stimulus 
regarding the object's global structure and surface properties. Indeed, it is this 
correlative information that has led researchers to hypothesise that touch is more of a 
"reality sense" than the other four human [1]. In truth, it is likely not only the touch 
sensations themselves that give rise to this impression of "reality", for as our simple 
example has shown, several other senses are intrinsically involved. Our perception of 
something touched as being somehow more "real" may also be a result of the fact that, 
historically, sensory illusions have rarely appealed to the sense of touch. Visual 
illusions have existed in some form for centuries, from sleight of hand tricks to 
modem day computer generated cinema images. Audio signals are readily stored and 
reproduced with a high clarity. Yet, touch sensations have proved impossible to 
replicate until the advent of haptic interfaces. Even with the current state of available 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 108-117, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



Interaction of Visual and Haptic Information in Simulated Environments 



109 



technology, we are limited to simulations of "remote" contact via a probe or 
intermediary link, rather than direct stimulation of the fingerpads. 

Information regarding object properties has been shown to be differentially salient 
under conditions of pure haptic exploration, and haptic and visual exploration. When 
visual information is readily available, global shape and structural cues become the 
defining properties of an object. Conversely, under purely haptic exploration, material 
cues such as texture and compliance have a greater significance. It was hypothesised 
that this was a result of the ease of encoding these properties [2]. Thus, shape 
information is easily extracted by visual means, whereas to gather this information 
haptically requires execution of the "contour following" exploratory procedure (EP) 

[3] , which puts a large demand on the observer's memory for integration of temporally 
varying signals, and is also time consuming to perform. In contrast, the optimal EPs 
for extraction of compliance and texture - pressure and lateral motion, respectively, 
are simple and fast to execute. 

However, despite the apparent importance of material qualities under haptic 
exploration, there is scant provision in current interfaces for texture representation 
.Thus, low bandwidth haptic interfaces necessitate that the operator adopts a "visually- 
mediated" method of object identification. That is to say, that performance must rely 
on visual stimuli provided by a suitable display (e.g. monitor, headset), or that the 
user must haptically gather information regarding object properties that are more 
readily encoded by vision, such as size and shape. However, even this method is 
obviated, as typical interfaces operate on a principal of point interaction, which places 
considerable constraints on performance of contour following EPs and totally 
occludes enclosure. It has been shown that exploration via a probe is deleterious in 
tasks requiring the extraction of large scale geometric data, in terms of response times 

[4] . 

What are the implications of these facts for haptic interface technology? Given the 
bewildering level of sensitivity in the human cutaneous system, it seems unfeasible at 
present to suggest a mechanical skin interface that can relay information regarding 
object material properties. Currently, we can only strive to provide perceptual 
impressions that are merely discriminable [5], or else provide simulation of object 
properties, such as roughness, rather than exact tactile replicas of real life materials. 
Most haptic interface applications, with the obvious exception of those designed for 
the visually impaired, seem to be augmented by visual feedback. To remove the visual 
interface would render the application useless, in most cases. It is evident, in their 
present state of development, haptic interfaces are dependent on existing HCI devices, 
such as the monitor, and to a much lesser extent, audio cues. However, given that 
interactions in the real world often incorporate information from several sensory 
modalities, this does not seem an unjust criticism. Despite this, until provision is made 
for greater accessibility to object properties, haptic interfaces will be largely 
dependant on existing HCI devices. Indeed, individual difficulties are often 
encountered in purely haptic simulations [6,7], and qualitative differences in 
perception between subjects is not uncommon. 

This paper describes experiments relating to the perception of simulated textures 
using both the visual and haptic senses. Experiments are described pertaining to the 
perception of the roughness of "virtual gratings" displayed using a PHANToM haptic 
interface, and a graphical representation. The study aims to assimilate any differences 
in the method by which roughness is perceived between the visual and haptic senses 




1 10 Steven A. Wall and William S. Harwin 



in a virtual environment. We first consider the relevant cues by which roughness is 
perceived in real and simulated environments. 



2, Perception of Roughness 

The relevant literature regarding perception of roughness can be subdivided in to three 
categories. Bimodal perception is concerned with perception of real textures via visual 
and haptic channels simultaneously. Remote contact, as opposed to direct contact with 
the fingerpad, involves perception via a probe, finger sheath or other rigid link. It is 
possible to draw a direct analogy between sensations encountered in this mode, and 
when using a haptic interface. Finally, perception of roughness in a simulated 
environment is discussed. 



2.1 Bimodal Perception 

During the development of haptic applications, there has been little study with regards 
to the interaction of the various senses and their effects on perception, though some 
research exists concerning the effects of audio and visual cues on stiffness perception 
[8,9]. 

Several studies have addressed this issue in the real world. Early studies [10,11] 
implied that vision was somehow superior to touch. However, these results focussed 
on perception of object shape, which is necessarily image mediated due to the 
difficulties inherent in extracting this information haptically. Similar studies on 
intersensory conflict during perception of texture [12] showed that, when conflicts in 
the visual and cutaneous senses arose, the overall perception experienced by the 
subject was of a compromise between the two senses. It is not the case that one sense 
dominates the other, as an impression of roughness is easily obtainable by both the 
haptic and the visual sense, thus, one sense does not take precedence over the other. 
The two above examples illustrate that there is no strict hierarchy to the senses, and 
one is not necessarily more "significant" than the others. The relative importance of 
sensory information is dictated by the properties we are searching for in an object, and 
the prevailing exploratory conditions. 

Heller [13] describes a series of experiments investigating the interaction of visual 
and haptic senses in perception of surfaces. Vision and touch produced similar levels 
of accuracy in the perception of roughness, however, bimodal perception proved to be 
superior for texture judgements. It was proposed that vision aids the perception of 
roughness by allowing an active explorer to guide their hand movements in a more 
efficient manner. 



2.2 Remote Contact 

It has been proposed [4] that probe exploration in the real world represents a very 
simple form of teleoperator system acting on a remote environment, therefore the 




Interaction of Visual and Haptic Information in Simulated Environments 



111 



psychophysical data obtained regarding intermediary links has especial relevance to 
the design of haptic interfaces and teleoperation systems. 

During direct haptic exploration with the fingerpad, spatially distributed cues 
provide the main percept for subjects' judgements of surface properties. However, 
when exploring a remote environment, spatially distributed cues on the fingerpad do 
not correspond to the surface geometry at the distal point of the interface, rather, they 
correspond to the geometry of the probe itself The user is therefore forced to adopt 
vibrational cues transmitted via the probe or link in order to make judgements 
regarding the properties of the surface [14]. Katz concluded that it is possible to judge 
the roughness of a surface with the same accuracy while using a probe as when using 
direct contact with the fingertip [15]. Performance was greatly deteriorated when the 
probe was "damped" using a cloth. Lederman, Klatzky and colleagues performed a 
series of investigations regarding the psychophysical effects inherent in remote 
contact. Subjects estimated the "perceived roughness" of surfaces by indicating a 
quantitative numerical estimate of the magnitude. It was observed that subject's 
estimates of perceived roughness decreased with increased inter-element spacing. An 
increase in contact diameter of the probe used caused a corresponding decrease in 
perceived roughness. When the speed of exploration was varied, an increase in speed 
correlated with a decrease in perceived roughness. For small inter-element spacing, 
roughness estimates were also larger with probes than with the bare finger, though it 
was also confirmed that roughness discrimination is improved using direct compared 
to remote contact. This was attributed to the differences in neural responses to surface 
characteristics during the two modes of contact. Direct contact facilitates provision of 
spatially intensive coding of surfaces contacting the fingerpad. However, for remote 
contact, spatial variation of signals on the fingerpad does not correspond to surface 
geometry at the distal point of the probe, hence, the primary method of encoding 
surface properties is via vibratory signals transmitted through the probe i.e. a 
temporally varying signal. Observations showed that performance using a rigid finger 
sheath was considerably below that achieved with more probe-like intermediary links, 
which are closer to the finger in terms of supporting discrimination accuracy. This 
was possibly a result of the larger contact area afforded by the rigid sheath. To concur 
with this, magnitude estimations of roughness with the rigid sheath were highly linear 
and had no downturn. However, the perceived roughness would be expected to drop if 
sufficiently wide inter-element spacing were introduced to the test stimuli. 



2.3 Perception of Simulated Surfaces 

Jansson et al [6] showed that the PHANToM can be used to display "virtual 
sandpapers" by modelling the normal and tangential forces recorded during 
exploration of a real sandpaper. Perceived roughness was unanimously greater for the 
virtual sandpaper for all grit values employed in the investigation. The difference, 
however, did not appear to be significant, though it was inferred that it may prove to 
be so should a greater number of test subjects be employed. The results showed that 
the real and virtual sandpapers were perceived in a similar fashion. In a related test 
using an Impulse Engine (www.immersion.com), both blind and sighted subjects 
estimated the roughness magnitude of virtual gratings with a sinusoidal profile. The 
spatial period of the gratings ranged from 0.375 to 1.5mm, with a fixed amplitude of 




1 12 Steven A. Wall and William S. Harwin 



0.0625mm. There was a highly significant relationship between the perceived 
roughness magnitude of the virtual surface and its spatial period. The majority of the 
participants perceived wider groove widths to be rougher, although some perceived 
the narrower groove widths as rougher. All the blind participants showed a 
meaningful relationship between spatial period and roughness, but only 5 of the 13 
sighted subjects showed a significant relationship. Thus, it was concluded that the 
virtual surfaces employed in the study were only suitable for visually impaired users. 

Minsky and Lederman [16] investigated the perception of surface textures using 
only lateral forces with a 2 degree of freedom (D.O.F.) joystick, using the "sandpaper" 
system, whereby the users hand is pulled towards low areas and away from high areas 
on a texture height map, using virtual spring forces [17]. The amplitude of surface 
features was varied between 0.7 and 10mm, and lateral forces from 18 to 382g. 
Perceived magnitude of roughness was predicted almost entirely by the amplitude of 
the lateral force exerted on the subject's hand. There was no significant variation of 
estimated roughness with grating feature size. 

Siira and Pai [18] describe a stochastic method in which textures are approximated 
by a Gaussian distribution, the parameters of which are dependant on measured 
surface properties. Given restrictions imposed on computation time, and the limits of 
human tactile perception, it was deemed that a realistic approximation of surface 
texture may produce the desired psychophysical impression. A virtual surface was 
implemented combining normal constraint forces with normal and tangential texture 
impulses. It was observed that a higher variance of Gaussian distribution gave a 
higher estimate of perceived roughness. 

Fritz and Earner [5] reproduced Gaussian texture effects in 3D using a PHANToM. 
It was found that simple textures could be rendered from a multivariate probability 
density function (PDF, e.g. Gaussian, uniform), and that by combining a number of 
PDFs, more complex surfaces could be portrayed. Perceived roughness of simulated 
surfaces increased with increasing variance of the Gaussian distribution. 

West and Cutkosky [7] described experiments investigating the point at which 
individual peak or valley features on a sinusoidal surface gave way to an overall 
sensation of "roughness" or "smoothness". At higher frequencies, performance was 
improved by using a stylus, as opposed to the fingerpad. It was surmised that this was 
due to the fact that the stylus could fall between features that are too small for the 
fingertip. It was noted that average error rates were higher for virtual walls than for 
physical walls, especially at low amplitudes. It was concluded that in order to improve 
performance at low amplitude and high spatial frequency it would be necessary to 
improve the bandwidth of the haptic device employed. 




Interaction of Visual and Haptic Information in Simulated Environments 



113 




Fig. 1. Sample visual environment. Top grating is standard, spatial period = 2mm. Lower 
grating is test, with spatial period = 2.5mm. 



2.4 Summary 

It is clear that perception differs in the three modes considered. Relationships between 
perception and the simulated properties of virtual surfaces are less well defined than 
their real life counterparts, however, investigations have focussed purely on haptic 
perception of these surfaces. The following section describes an experiment 
investigating both visual and haptic perception of a simple, simulated surface. 



3, Experimental Procedure 

The subjects employed in the investigation were 12 students from the University of 
Reading, 11 male and 1 female, aged between 22 and 27. Subjects were presented 
virtual gratings of a sinusoidal profde under two stimulus conditions, "haptic" and 
"visual". In the haptic condition, the gratings were displayed using a PHANToM 
haptic interface. In the visual mode, a graphical representation of the virtual 
environment and the gratings were displayed on a standard monitor. 

During each iteration of the test, the subject was presented with 2 virtual gratings 
on the "wall" of the workspace. The gratings were vertically aligned, and each 
constituted an area of height 30mm and length 100mm. There was a 30mm vertical 
gap between the two gratings, such that the user could readily distinguish between the 
two. 



1 14 Steven A. Wall and William S. Harwin 



The uppermost grating was the "standard" surface, and remained at a constant 
spatial period of 2.0mm throughout the whole investigation. The lower grating was 
the "test" surface. The spatial period of the test surface varied between 0.5 and 
3.5mm, in increments of 0.125mm, this giving a test set of 25 surfaces. Each test 
surface was presented once per subject in each stimulus condition. The surfaces were 
randomly ordered during each of the tests. The height of the sinusoidal profiles was 
2.5mm peak to peak. 

In the haptic condition, gratings were represented by checking for collisions with a 
sinusoidal surface of the appropriate height and spatial period. In the visual mode, the 
gratings were represented as textures defined in 2D, using an RGB scale. The R and G 
values were constant, whereas the B value was dependant on the height of the grating 
profile. A sample virtual environment is illustrated in Figure 1. 

The magnitude estimation technique was used to assess the perceived roughness of 
the gratings. Subjects were instructed to assign the standard surface 100 roughness 
units, and were asked to provide a number for each test surface the represented the 
perceived roughness relative to the standard. 



4, Results 

The spatial period and roughness magnitude estimate data for each subject was 
converted to logarithmic scales and a linear regression analysis was then performed. 
The results are summarised in Table 1, for the haptics mode and Table 2 for the visual 
mode. The tables show the x-coefficient for the linear regression calculated for each 
subject, which corresponds to the slope of the graph, the standard error for this value, 
and the t-stat and P-value, corresponding to the statistical analysis of the significance 
of the results. 

For the haptics condition, 3 of the 12 subjects did not display a significant 
relationship between spatial period and roughness magnitude. However, all the 
subjects showed a significant relationship when the visual stimulus was employed. 
Using haptic cues, 2 of the subjects had a positive co-efficient, thus, roughness 
increased with spatial period, however, for the remaining 10 subjects, the co-efficient 
was negative, indicating that roughness increased for narrower groove widths. In the 
visual modality, the split was more equal, with 7 out of the 12 subjects showing a 
positive co-efficient, which included the 2 subjects who displayed this trend in the 
haptics condition. 



5. Discussion 

It is evident from the differences in the results that the nature by which roughness is 
perceived under visual and haptic exploration differs, given the constraints imposed 
by the equipment and simulated environment that has been employed in the current 
investigation. Positive and negative co-efficients for haptic roughness magnitude 
estimates related to spatial period has been noted in a previous study [6], so it is 
therefore poignant that this effect should also occur under visual exploration, as well. 




Interaction of Visual and Haptic Information in Simulated Environments 



115 





X - Coefficient 


Standard Error 


tStat 


P-vatue 


Subject 1 


1.218 


0.183 


6.647 


8.8E-07 


Subject 2 


-1.010 


0.116 


-8.702 


9.8E-09 


Subject 3 


-0.819 


0.099 


-8.259 


2.5E-08 


Subject 4 


0.266 


0.244 


1.091 


0.28678 


Subject 5 


-0.162 


0.219 


-0.740 


0.46701 


Subject 6 


-0.556 


0.050 


-11.201 


8.6E-11 


Subject 7 


-0.775 


0.105 


-7.413 


1.5E-07 


Subject 8 


-1.172 


0.201 


-5.839 


6E-06 


Subject 9 


-0.678 


0.054 


-12.511 


9.6E-12 


Subject 10 


0.344 


0.277 


1.243 


0.22643 


Subject 11 


-0.553 


0.052 


-10.597 


2.5E-10 


Subject 12 


-0.647 


0.083 


-7.787 


6.8E-08 



n Table 1. Summary of relationship between perceived roughness and spatial period 
during haptic perception. 





X - Coefficient 


Standard Error 


tStat 


P-vaiue 


Subject 1 


1.113 


0.223 


4.998 


4.69E-05 


Subject 2 


-0.788 


0.125 


-6.325 


1.87E-06 


Subject 3 


1.352 


0.278 


4.862 


6.57E-05 


Subject 4 


1.782 


0.396 


4.499 


0.000162 


Subject 5 


-1.323 


0.202 


-6.539 


1.13E-06 


Subject 6 


-0.462 


0.067 


-6.898 


4.94E-07 


Subject 7 


-0.571 


0.100 


-5.716 


8.04E-06 


Subject 8 


1.939 


0.393 


4.929 


5.56E-05 


Subject 9 


1.003 


0.211 


4.759 


8.49E-05 


Subject 10 


1.633 


0.393 


4.157 


0.000381 


Subject 11 


-0.460 


0.095 


-4.847 


6.82E-05 


Subject 12 


1.219 


0.239 


5.109 


3.56E-05 



n Table 2. Summary of relationship between perceived roughness and spatial period during 
visual perception. 

It is hypothesised that the main reason for these discrepancies in perception is that 
the representation of the surfaces employed in the study, in both the visual and haptic 
mode, are both approximations to real life surfaces, rather than exact physical 
replicas. The most obvious example of this is that all perturbations due to the gratings 
in the haptic condition are normal to the surface, whereas a real surface would also 
provide some frictional components tangential to the surface. Also, auditory and 
thermal cues are omitted, which could also provide some cues as to the nature of the 
surface. 

Subjects responses tended to agree on a negative co-efficient under the haptic 
condition. Lederman and colleagues modelled the relationship between perceived 




116 Steven A. Wall and William S. Harwin 



roughness and spatial period when exploring via a probe as a quadratic function, 
which showed an increasing perceived roughness over the spatial periods of interest. 
Lederman and Klatzky argued that “one possible reason for the shift (in relationship 
between spatial period and perceived roughness) might be due to the fact that as probe 
size increases, so too does the minimum value of inter-element spacing at which the 
probe can penetrate between the raised elements and drop down to the underlying 
surface". The PHANToM based simulation utilises a point interaction model of 
contact, thus, the user can always penetrate between the raised elements of the grating, 
within the resolution limits of the device. Hence, perception in the current study is 
equivalent to the downturn phase of the quadratic function. 

It was unclear whether a positive or negative co-efficient was the dominant case for 
visual stimulus, however, all subjects showed a meaningful relationship between 
spatial period and corresponding roughness estimates. The discrepancies in the results 
likely arise due to the fact that roughness is infrequently judged using visual stimulus 
alone, without tactile information. As Heller [13] stated, "people may have learned 
that visual texture does not provide reliable information about surface irregularities 
and consequently depend upon touch". Examples of this are a photograph, a painting, 
or a visual display unit. 



6, Conclusion 

To conclude the results presented in this paper, haptic perception of texture is 
important in simulated environments, as roughness is naturally a "haptically- 
mediated" dimension, that is to say, it is more easily encoded using the tactile senses. 
However, progress still needs to be made in order to develop superior models for 
textured surfaces, as inaccuracies in the simulated haptic sensations could account for 
the lack of a significant relationship between roughness and spatial period displayed 
by some subjects. Frictional cues and simulation of finite diameter (as opposed to 
point based) interaction models are two possible methods by which a more realistic 
representation may be achieved. There was a greater amount of disagreement with 
regards to the relationship between spatial period and perceived roughness during the 
visual simulation. However, subjects easily related the simulation to a roughness 
scale, as all subjects displayed a significant relationship between the surfaces physical 
parameter and estimated roughness. 

The immediate future work pertaining to these results is to combine visual and 
haptic display in order to investigate the effects of bimodal perception. It is 
hypothesised that this will combine the benefits of both a significant linear 
relationship between spatial period, while helping to standardise subjects' responses to 
a negative co-efficient trend. 



Acknowledgements 

This work is supported by EPSRC GR/L76112 “Determining Appropriate Haptic 
Cues for Virtual Reality and Teleoperation”. 




Interaction of Visual and Haptic Information in Simulated Environments 



117 



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3. Lederman, S.J., Klatzky, R.L.: Hand Movements: A Window into Haptic Object 
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5. Fritz, J.P., Earner, K.E.: Stochastic Models for Haptic Texture. Proceedings SPIE 
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6. Jansson, G., Petrie, H., Colwell, C., Kornbrot, D., Fanger, J., Konig, H., Billberger, K., 
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7. West, A.M., Cutkosky, M.R.: Detection of Real and Virtual Fine Surface Features with a 
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Control Division (Haptic Interfaces for Virtual Environments and Teleoperator Systems) 
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Haptic Perception of Stiffness in Virtual Environments. Proc. ASME Inti. Mech. Eng. 
Congress: Dynamic Systems and Control Division (Haptic Interfaces for Virtual 

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14. Kontarinis, D.A., Howe, R.D.: Display of High Frequency Tactile Information to 
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557-562. 




The Effective Combination of Haptic and Auditory 
Textural Information 



Marilyn Rose McGee, Phil Gray, and Stephen Brewster 

Multimodal Interaction Group, Glasgow Interactive Systems Group 
Department o f Computing Science, University of Glasgow 
hcqeemr 0dcs . qla . ac . uk| 

Tel -(0141) 330 3541 

http : //www ■ dcs ■ gla ■ ac ■ uk/~mcgeemr 



Abstract. With the increasing availability and quality of auditory and haptic 
means of interaction, it is not unusual to incorporate many modalities in 
interfaces rather than the purely visual. The user can be powerfully affected 
however when information presented in different modalities are combined to 
become multimodal. Providing interface designers with the means to implement 
haptic-audio interfaces might result in adverse effects to interaction unless they 
are also equipped with structured knowledge on how to select effective 
combinations of such information. This work introduces 'Integration of 
Information' as one important dimension of haptic-audio interaction and 
explores its effects in the context of multimodal texture perception. The range 
and resolution of available textures through force feedback interaction is a 
design consideration that might benefit from the addition of audio. This work 
looks at the effect of combining auditory and haptic textures on people's 
judgment of the roughness of a virtual surface. The combined haptic-audio 
percepts will vary in terms of how congruent they are in the information they 
convey regarding the frequency of bumps or ridges on the virtual surface. Three 
levels of integration {conflicting, redundant, or complementary) are described 
and their possible implications discussed in terms of enhancing texture 
perception with force-feedback devices. 

Keywords: Haptic, audio, force-feedback, texture perception, multimodal 
information processing, intersensory integration. 



Introduction 

Motivations 

Multimodal Interfaces involve the use of multiple human modalities in the interaction 
(input, output, or both) between the human user and the computer. Haptic-audio 
interfaces therefore involve the use of both haptic and audio means of interaction (see 
Table 1. for definitions). In particular, the term haptic -audio interfaces is used here to 
refer to the communication of certain information to the user through an interface 
using a combined haptic and audio representation of this information rather than a 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 118-126, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



The Effective Combination of Haptic and Auditory Textural Information 



119 



single modality representation. The advances in both haptic and audio technology 
have resulted in such haptic -audio interfaces becoming increasingly realistic to 
implement in a wide range of applications yet we have little organized knowledge on 
how best to design them. This work contributes to a body of knowledge on how to 
effectively combine haptic and auditory information. 

The way we integrate information from different sensory modalities is complex 
(Wickens et al, 1983) and can seriously contribute to the quality of interaction in 
multimodal interfaces. The term 'integration of information' is used to refer to the 
information processing involved in combining two (or more) different modalities 
presented together to convey the same piece of information. Two modalities can be 
combined and the resulting multimodal percept may be a weaker, stronger, or 
altogether different percept. The effects of combining haptic and audio information 
must therefore be systematically explored to realize the potential of haptic -audio 
interfaces as well as to avoid creating interfaces that afford poor interaction. 

There are specific interaction issues emerging from the increasing use of haptic 
interfaces, which could potentially be solved using careful addition of audio. One 
such interaction issue is that of haptically representing texture. In particular, force 
feedback devices are being used to convey texture by perturbing the user's hand or 
finger movements kinesthetically rather than cutaneously as with tactile devices (e.g. 
Lederman, 1999; West and Cutkosky, 1997). This often relies on much larger forces 
than those typically experienced on the skin during real texture perception (Katz, 
1989). We have found in our previous work that such gross textures can perturb the 
users' movements so much that the ability to stay on the textured surface is adversely 
affected (Oakley et al 2000). 

Goals 

This work discusses and empirically evaluates the dimension of 'Integration of 
Information' in the specific context of haptic-audio texture perception. The goals of 
the ongoing work are to: (a) explore the effects of combining haptic and audio 
information at varying levels of integration and (b) determine the potential benefits of 
using haptic-audio percepts of texture to overcome the limitations of presenting 
texture through force feedback alone. 

Previous Research 

Within multimodal research, there have been distinct areas of specialized interest 
emerging. It has become clear from the research that exploring how our sense 
modalities behave in interaction should allow us to choose appropriate combinations 
of modalities according to the devices being used, the population of users, the 
environment, and the nature of the task. 

Much of the work to date has focused on coordinating multimodal input for 
example (e.g. Oviatt, 1997), or the coordination of multimodal output for a 
specialized population such as visually impaired or physically disabled users (e.g. 
Mynatt, 1997; Stevens et al, 1997). Less work exists on the systematic study of how 
the combination of multimodal output of information could be better designed to 
coincide more closely with human information processing capabilities during 




120 Marilyn Rose McGee, Phil Gray, and Stephen Brewster 



multimodal interaction. In addition, little work exists on matching these information- 
processing capabilities to the nature of the interaction device(s) being used. 

Visual displays have dominated interface research in the past but more recently 
auditory displays have been developed and tested (e.g. Brewster, 1997; Mynatt, 
1997). With the lack of touch in interfaces now being strongly challenged, haptic 
technologies have also emerged at a rapid rate (Srinivasan, 1997). With the visual, 
auditory, and haptic channels (see Table 1. for definitions) all now technically 
available, multimodal interfaces can reach wider populations, increase the potential 
realism of displays, and generally increase the quantity and quality of information we 
can convey through the interface. 

In human sensing and manipulation of everyday objects, the perception of surface 
texture is fundamental to accurate identification of an object (Katz, 1989). In a virtual 
world also, haptic texture information can both increase the sense of realism of an 
object as well as convey informational content regarding what the object is, where it 
is, what it is for and so on (Jansson et al, 1998). 

Textures might be used in human and veterinary virtual medicine to assist in 
diagnosis of certain conditions. The texture of a tissue might indicate how well 
scarred tissue is healing for example. Using texture in the visualization of data could 
allow areas of interest to be 'textured' in the same way as colours are used in graphical 
visualization. Different textures could indicate different keys on a graph or chart for 
example. Being able to discriminate between various virtual textures in the textile 
industry might also prove beneficial. With an increasing number of customers 
shopping online for a variety of products, being able to convey different textures of 
objects will become crucial. For a variety of reasons it is desirable to be able to 
represent textures as effectively as possible in virtual environments. 

There has been considerable previous work investigating the perceptual aspects of 
real surface textures. Lederman et al. (1974) suggest that texture perception is 
mediated by force cues created by spatial geometry of the surface. It is also possible 
that surface texture perception uses vibratory cues generated by the repeated and 
regular stimulation of mechanoreceptive afferents as the finger is moved across a 
surface (Katz, 1989). In fact, it is possible that both kinds of cues are involved, 
depending on the task to be executed (Weisenberger and Krier, 1997). Far less is 
known about the perceptual response to virtual surfaces. The physical properties of 
textures are very complex and are proving difficult to reproduce for virtual textures. 
For example, is a rough surface characterized by irregular or regular surface 
elements? What effect does inter-element spacing have on perceived roughness? 
Representing texture with force feedback devices in particular has proved 
problematic. 

Force feedback devices detect changes in the device's configuration and then use 
mechanical actuators to apply appropriately calculated forces back to the user. 
Importantly, the interaction relies on kinesthetic information being conveyed to the 
user rather than cutaneous information (see table 1). These devices often simulate 
textures with larger forces than those experienced in real texture perception. In our 
previous work for example we found that the gross textures implemented perturbed 
users’ movements making it hard for them to stay on a desktop target (Oakley et al., 
2000 ). 




The Effective Combination of Haptic and Auditory Textural Information 



121 



Table 1: Definitions (Oakley, McGee, Brewster and Gray, CHI 2000). 



Haptic 


Relating to the sense of touch. 


Kinesthetic 


Meaning the feeling of motion. 
Relating to sensations originating in 
muscles, tendons and joints. 


Cutaneous 


Pertaining to the skin itself or the 
skin as a sense organ. Includes 
sensation of pressure, temperature, 
and pain. 


Tactile 


Pertaining to the cutaneous sense 
but more specifically the sensation of 
pressure rather than temperature or 
pain. 


Force Feedback 


Relating to the mechanical 
production of information sensed by 
the human kinesthetic system. 



It could perhaps be argued that texture is more suitable to production by tactile 
devices. Despite the early perceptual and physiological arguments for a spatial code to 
texture, three-dimensional force feedback interfaces are able to simulate surface 
texture (Weisenberger and Krier, 1997). It is the degree of fidelity and realism 
achievable with such devices that is of primary interest. The interaction issue then is 
how to overcome any limitations of using force feedback devices alone to represent 
texture. 

The display of a convincing haptic percept such as texture should not necessarily 
be limited to the haptic modalities. Audio and visual cues can be associated with a 
haptic display to contribute to the realism or informational content of the display 
(Rosenberg, 1994). The current work investigates the conditions under which audio 
cues do and do not enhance force feedback based texture perception. 



Current Work 

It would be beneficial to know the extent to which we can affect peoples' perception 
by coupling auditory and haptic percepts in a systematic way. In doing so we can 
establish ways in which to manipulate what the user will perceive at the interface. In 
particular, we could use this information to overcome limitations of a device. For 
instance, the addition of audio information to force feedback virtual surfaces might 
increase the range and/or resolution of textures available to the designer. Likewise, 
this information could be used to avoid coupling percepts that result in perceptual or 
cognitive conflict and which in turn might adversely affect the processing of that 
information. 

In the current work, haptic and auditory textures will be rated by a group of 
participants to establish how rough each stimuli is in terms of each of the other 
stimuli. This will result in a set of haptic and audio textures identifiable along the 
dimension of increasing roughness. These haptic and audio stimuli can then be 
combined to produce multimodal haptic-audio roughness percepts in the main study. 
The combined textures will be either congruent or incongruent in terms of the 
information each modality conveys regarding the number of ridges/bumps on the 
virtual surface. Resulting multimodal percepts might provide redundant. 





122 Marilyn Rose McGee, Phil Gray, and Stephen Brewster 



complementary, or conflicting haptic -audio information. The effects of the different 
levels of congruency and resulting levels of integration of the information will be 
discussed. 

Device 

The PHANToM 1.0 force feedback device by SensAble Technologies will be used to 
create the haptic virtual surfaces (see Fig. 1). Force feedback devices have optical 
sensors that detect changes in the device's configuration. The device then uses 
mechanical actuators to apply forces back to the user calculated from the positional 
information and the stored algorithmic models of the objects with which the user is 
interacting. The interaction relies on kinesthetic information being conveyed to the 
user rather than cutaneous information (see table 1). 




Fig 1 : The Phantom 3D force feedback device from 
SensAble Technologies. 

Subjects interact with the device by holding a pen-like stylus attached to a passive 
gimbal. The user is instructed to scrape the probe of the PHANToM back and forth 
across the textured area to produce the haptic and/or auditory feedback regarding the 
roughness of the surface. The stylus switch on the probe of the PHANToM is used to 
select any response a participant has to make. 

Haptic and Auditory Textures 

Neither haptic nor auditory textures are designed to necessarily model physically 
accurate or optimum representations of a rough surface. Rather, they are designed to 
give feedback approximate to that obtained when real textures are explored. In this 
way, the actual effects of experiencing such feedback multimodally as opposed to 
unimodally can be explored. 

The haptic textures are generated as sinusoidal gratings on a rectangular patch on 
the back wall of the workspace. Forces are modeled as a point contact in the z- 
direction. The resulting profile depends on the amplitude and frequency of the 'wave'. 
The haptic textures will have a fixed amplitude of 0.5mm and frequency (cycles per 
fixed length of surface) can have one of 6 values - 10, 15, 20, 25, 30, or 35 cycles. 



The Effective Combination of Haptic and Auditory Textural Information 



123 



The auditory textures will consist of a sound played to indicate contact with a 
ridge/bump on the haptic virtual surface. The number of contact sounds can be 
matched to the number of ridges/bumps experienced haptically (congruent) or provide 
more or less contact sounds than there are haptic bumps/ridges (incongruent). The 
exact effect of this congruency/incongruency on the perceived level of roughness of a 
percept is the subject of investigation. 



Manipulating Congruency 

Congruency/Incongruency are determined by the information provided by each 
modality relating to the number of bumps/ridges encountered on a virtual surface. If 
the number of contact sounds matches the number of haptic bumps/ridges then they 
are defined as congruent. Incongruency occurs when the number contact sounds does 
not match the number of haptic bumps/ridges. 

Incongruency however has directionality. Audio information might indicate more 
or less bumps/ridges than the haptic information. In this case, the incongruency could 
act to move the level of perceived roughness of a surface up or down the roughness 
dimension. The direction of incongruency will depend on how frequency of the haptic 
bumps/ridges, and frequency of contact sounds, unimodally map to level of perceived 
roughness. 

Measuring Perceived Roughness 

Surface roughness is one of texture's most prominent perceptual attributes. The 
precise physical determinants of roughness however are not exactly clear (e.g. 
Lederman, 1974). Because there is still debate over the actual parameters that 
determine roughness, users' perception of virtual roughness (regardless of the 
underlying physical model) is an increasingly important issue in virtual haptic 
interaction. 

Participants will make a fixed choice response regarding a pair of surfaces. The 
roughest surface can be on the left, the right, or they can be judged as the same 
roughness. The proportion of times a surface is judged as rougher than each of the 
other surfaces can be obtained and the surfaces can then be placed along the 
roughness dimension. 

Task and Procedure 

The haptic-audio surfaces will be presented in pairs as rectangular patches on the back 
wall of the workspace (see Fig. 2). Participants will be instructed to scrape the probe 
of the PHANToM back and forth across the stimulus surface to form an impression of 
how rough the surface seems to them. They will be asked to try to maintain the same 
speed throughout the experiment. The participant will then be asked to make a 
judgment regarding their comparison of the two surfaces. They make their response 
by clicking the appropriate button on the screen with the stylus switch on the probe of 
the PHANToM. 

Clicking the button labeled 'next' will present the next pair of surfaces. When the 
participant has completed all the trials they will be given a message indicating that 




124 Marilyn Rose McGee, Phil Gray, and Stephen Brewster 



they are finished the experiment and a summary file for their responses will 
automatically be stored for that participant. 



LEFT 




RIGHT 


Which of the two surfaces 
seems the roughest? 

0 The one on the RIGHT 
0 They are the SAME 
0 The one on the LEFT 


NEXT 





Fig. 2: Diagrammatic view of interface. 



Hypotheses and Implications 

Integration of Information 

Haptic -audio percepts of texture may reduce, increase, or completely alter the 
informational content of the percept being conveyed multimodally. The exact effects 
of the haptic-audio coupling will depend on the level at which the information is 
integrated. The level at which the multimodal information is integrated will depend, in 
part, on the level of congruency between the haptic and audio stimuli. 

Participants will experience congruent and incongruent pairings of haptic and audio 
textures. The level of integration of these combinations can be conflicting, redundant, 
or complementary, each of which has the potential to affect perception and resulting 
interaction in different ways. 

HI - Conflict. If information processed by multiple modalities attempts to convey 
conflicting information is some way then the resulting multimodal percept may 
become distorted or completely lost in the process. Alternatively, the judgment of the 
multimodal percept might change in some unpredictable way. 

If the audio stimulus and haptic stimulus are incongruent and conflicting then 
multimodal (haptic -audio) judgments of roughness will move along the roughness 
dimension but in the opposite direction predicted by the direction of the incongruency. 

H2 - Redundancy. People might process only one modality of information from the 
many available to them in a multimodal percept. The modality employed may depend 
on physical/perceptual ability, personal preference, or the nature of the task for 







The Effective Combination of Haptic and Auditory Textural Information 



125 



example. The actual effects of providing redundant information are somewhat 
difficult to predict. Redundant information might increase the mental representation of 
the information. This may in turn lead to increased confidence or reliability of 
judgments without necessarily altering the content of the information. 

If the audio stimulus and haptic stimulus are congruent and redundant then with or 
without the auditory information, perceptual judgments of a virtual surface will be 
essentially the same. That is, the unimodal (haptic) and multimodal (haptic-audio) 
judgments of roughness will be at the same level along the roughness dimension. 

H3 - Complementarity. A percept composed of multiple modalities might combine to 
in fact give more than the sum of the individual parts. That is, two unimodal percepts, 
when combined, produce some additive effect not possible with either unimodal 
percept alone. Such complementary pairings of haptic and audio stimuli might act to 
increase the quality and/or quantity of information available through a haptic-audio 
interface. 

If the audio stimulus and haptic stimulus are incongruent but complementary then 
multimodal (haptic -audio) judgments of roughness will move along the roughness 
dimension in the direction predicted by the direction of the incongruency. That is, 
when an audio and haptic stimulus are combined such that the audio stimulus is more 
rough than the haptic stimulus then the multimodal judgment of roughness is moved 
along the roughness dimension in the direction of increasing roughness. Likewise, 
when an audio stimulus and haptic stimulus are combined such that the audio stimulus 
is less rough than the haptic stimulus then the multimodal judgment of roughness is 
moved along the roughness dimension in the direction of decreasing roughness. 



Future Work 

Perceptual judgments of the unimodal stimuli are currently being gathered in 
preparation for combining them to produce the haptic-audio percepts. The next stage 
of the work will be to combine the haptic and audio textures to produce the congruent 
and incongruent multimodal percepts. This work will shed light on the ability of audio 
stimuli to alter the effect of haptic virtual stimuli and the different levels at which the 
haptic-audio precepts are integrated. 

Work is underway to conduct an applied experiment of haptic-audio integration 
during force feedback texture perception. Veterinary simulation and visualization for 
the blind are being considered as possible applications areas. Results from the current 
study will serve to provide predictions regarding the effects of coupling haptic and 
audio information in a more applied example of force-feedback texture perception. 
Future work will also include a more in depth exploration of the levels at which we 
integrate haptic and audio information and how such organised knowledge would aid 
interface designers in the effective combination of haptic and audio information. 




126 Marilyn Rose McGee, Phil Gray, and Stephen Brewster 



Acknowledgments 

This research is supported under EPSRC project GR/L79212 and EPSRC studentship 
98700418. Thanks also go to the SHEFC REVELATION Project, SensAble 
Technologies and Virtual Presence Ltd. 



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25, 2, pp. 227-248. 

14. Weisenberger, J.M., and Krier, M.J. (1997). Haptic Perception of Simulated Surface 
Textures via Vibratory and Force Feedback Displays, Proceedings of the ASME, Dynamic 
Systems and Control Division, 61, pp. 55-60. 



Cursor Trajectory Analysis 



Hilde Keuning-Van Oirschot and Adrian J.M. Houtsma 



IPO, Center for User-System Interaction 
P.O. Box 513, 5600 MB Eindhoven, The Netherlands 
Tel: -t31 40 2475234 
h . keuningStue . nl 



Abstract. To create non-disturbing tactual feedback in human-computer 
interaction we want to predict the nser’s goal, so that the user is helped 
toward the target and away from non-targets. In this paper we describe 
an exploration of cursor movements with an amplitude of 250 pixels, 
in eight different directions and with three different control devices (a 
mechanical mouse, an optical mouse and an optical trackball) to find 
characteristics of the cursor path which could be used to create a pre- 
diction algorithm on direction. The focus was on the mean curvature of 
and the variability between the paths in each direction. 

It can be concluded that on average cursor paths are rather straight in all 
eight directions and with all three devices. The variability of the paths 
depends on (1) direction; (2) friction of the control device; (3) user. 



1 Introduction 

As computers evolve to be basic tools in work and home, improving the human- 
computer interaction is critical for the user’s acceptance. Among the criteria 
that can be listed, a system must be comfortable and efficient. This means, for 
example, that a computer must give the user fast and clear feedback on his 
or her actions. For example, recently a sensation of touch can be given to the 
moving hand via the control device. In controlled experimental environments 
tactual feedback devices, indeed, turned out to facilitate the user’s target ac- 
quisition task d, Q and Q). In these experimental environments, however, 
only one visual object was instructed as being the target. So, there was only one 
object which could activate the touch feedback mechanism. In typical human 
computer interaction several objects are on the screen which are non-targets, 
but which still activate the touch feedback mechanism when entered. In such 
an environment with non-targets, it would be more convenient and effective if 
the feedback works for the user’s target only. This is not possible, as long as 
the system doesn’t know where the user wants to go. The obvious solution is to 
predict the user’s goal from an early part in the trajectory. After predicting the 
target the computer system can aid the user to reach the target without getting 
distracted by touch feedback on non-targets. 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 127-^^^2001. 
(c) Springer- Verlag Berlin Heidelberg 2001 



128 



Hilde Keuning-Van Oirschot and Adrian J.M. Houtsma 



2 Purpose of this Experiment 

The general purpose of this study is to make a prediction algorithm based on 
characteristics of the initial part of the cursor trajectory. Therefore, it is nec- 
essary to know what trajectory characteristics can give useful information for 
a reliable target prediction. One aspect of a trajectory is its path. This is the 
spatial time-independent shape of the trajectory. The other aspect is the time 
dependence along the path (B). 

In the first experiment we focused on the path. We investigated what movement 
paths look like in different directions and with different devices. The main ques- 
tions were whether a constant curve could be detected, how much paths varied 
around the mean path and whether curvature and variability related to direc- 
tion, device or user. 

The device might influence the trajectory in two ways. First, there may be 
a biasing influence as a result of mechanical track wheels. When these are po- 
sitioned in X- and y-directions it could be more difficult to move a mouse in 
a straight oblique than in horizontal or vertical direction. Second, the general 
friction of a device could influence the trajectories. When friction within the de- 
vice is increased, spatial inaccuracies caused by tremors or unwanted movement 
components (9-12Hz) are damped out, whereas, the contribution of corrective 
movement actions to movement variance increases 



Procedure 

The task of the subjects was to move the cursor to a certain target, in one of 
eight directions, using a certain control device. The direction from the starting 
point to the targets was horizontal, vertical or diagonal. So, a target could be 
projected in every 45 degree angle. As all targets were at the same distance and 
had the same width, the index of difficulty (B) was the same for each trial. This 
was done because ’direction’ and ’device’ were planned to be the only within 
subject factors in this first exploratory experiment. The control devices were a 
mechanical mouse, an optical mouse and an optical trackball. 

Participants could start whenever they were ready. A ’start’ button was shown 
in the middle of the screen (see fig B- When pressing the space bar, while the 
cursor was on the start button, a black circle (one of the eight possible targets) 
appeared and the button disappeared. Meanwhile the cursor was repositioned on 
specified coordinates, so that each trial started exactly at the same position. The 
participants were instructed to reach the target in a ’normal’ way, as they were 
used to in working on a computer. When the target was reached subjects had to 
wait 200 msec until the target disappeared and the ’start’ button re-appeared. 
Then the cursor could be moved back to the start button again. After pressing 
the space bar the next trial started. 



Cursor Trajectory Analysis 



129 




Fig. 1. All possible targets. 



Design 

The experiment was divided in three sessions, each with one of three control 
devices; a normal mouse, an optical mouse or an optical trackball. The order in 
which the devices were used was random. Each session consisted of a practice 
and an experimental part. In the experimental part each target was randomly 
presented ten times. 

Measurements 

During each trial x- and y-coordinates (in pixels) and the system time were sam- 
pled. This was done at 50 Hz, because the input devices had a default frequency 
of 50Hz. 

Subjects 

Subjects were ten employees at IPO, seven male, three female. Mean age was 
29.8 years. All of them were experienced with a mechanical mouse, but not with 
an optical mouse or trackball. 

Analysis 

Because sampling was time controlled, velocity influences the spacing between 
the samples. To calculate the curvature of a path, however, we want equal dis- 
tances between the samples, because then every part of the path contributes 
equally to the calculation of the curvature. Therefore, for each trajectory, new 
samples were calculated, by interpolation, for every 1% of total traveled distance 
(distance of the path itself). 





130 



Hilde Keuning-Van Oirschot and Adrian J.M. Houtsma 



To assess the curvature, the paths were first rotated until start and end positions 
were on the positive x-axis. Then the distance between each calculated coordi- 
nate and the x-axis was taken, which is equal to the accompanying y-coordinate, 
both with respect to value and sign. Curvature was then defined as the mean 
value of this distance along the path (Q. The variability of the paths is repre- 
sented by the standard deviation of all sample points around the mean path of 
the ten trajectories performed per person per direction and device. 

The standard deviation is calculated over each 10-percent section of the whole 
path. 

Results 

To give an idea of what cursor paths look like, paths created by one subject with 
each devices are displayed in fig. ^ From this figure, it can already be seen that 
the mean paths must be rather straight and that the optical trackball leads to 
more variability than the two mice. 



Figure ^shows the mean paths and standard deviation in every direction over 
the three devices. 

It can be seen that the mean paths are rather straight. A statistical t-test of 
the mean curvature against a curvature of zero shows that the overall paths are 
slightly but significantly curved (p< .01). Figure ^shows the same as figure ^ 
but for each device separately. Only the vertical paths (downward in the figure) 
created with the optical mouse and the optical trackball are visibly curved. A 
non-parametric test (Friedman test) was performed per device to test for differ- 
ences in curvature between direction. This test showed that only for the optical 
mouse a difference in curvature between directions existed (y^ = 15.4, p = .031). 
Specifically, it showed that moving in a vertical direction toward the body (180 
decrees) resulted in a high ranking score. With a repeated measure ANOVA also, 
a significant effect of ’user’ was found (^ 1,9 = 13.245, p = .005). Another two 
ANOVA ’s per user on device and direction, respectively, showed that some users 
were influenced by the device; especially the optical trackball resulted in more 
curved paths. 

Obviously, most variability is present at the paths created with the optical 
trackball. It also shows that the standard deviations between adjacent targets do 
not overlap. This means that with this target resolution every intended target 
should be highly predictable. With a prediction requirement of 69% correct (i.e. 
an angular target separation of one standard deviation) the resolution could be 
about 30 equally-spaced targets for the two mice and about 20-25 for the optical 
trackball. 

Figure ^shows variability as a function of direction pooled over all subjects 
and sample points. It can be seen that the optical mouse leads to the least vari- 
ability around the mean paths and the optical trackball to the most variability. 



Cursor Trajectory Analysis 131 




Fig. 2. Paths created by one subject for three devices a)mechanical mouse, 
b)optical mouse and c)optical trackball in eight directions. 



Also, the oblique directions (45, 135, 225 and 315 degrees) show higher standard 
deviations than the horizontal and vertical paths. This can be seen in figure | 
and Qas well. 

To test for differences in variability between direction and device, a repeated 
measure ANOVA was performed with ’direction’ and ’device’ as within subject 
factors and ’user’ as between subjects factor. Two main effects were found: for 
device {F 2 ,i 8 = 22.938, p =< .01), direction = 13.243, p < .01), as well 

as an interaction effect between device and direction (^ 14,126 = 3.918, p < .01). 
Also an effect of ’user’ (Fi,g = 147.029, p < .01) was found. 



132 



Hilde Keuning-Van Oirschot and Adrian J.M. Houtsma 




Fig. 3. Mean path and st.dev. for all three devices (mechanical mouse, optical 
mouse and optical trackball) in eight directions. 



3 Conclusions 

Although there is a statistically significant curvature (as opposed to straight- 
ness) in some of the measured paths, the mean paths appear rather straight 
in comparison with standard deviations. For target estimation purposes only 
negligible losses are to be expected if paths are assumed to be straight lines. 
However, there is some reason for discussing the results on curvature. Curvature 
in movements to the left and right is imaginable as occurring around the wrist 
angle. However this angle might (a) be too small to be visible or (b) be easily 
compensated by the fingers. 

Variability around mean paths differs per device and per direction. This 
means that for a good prediction the target resolution could be higher when 
the device creates less variable paths (e.g. the optical mouse or the mechanical 
mouse) . Reasons for these differences in variability between devices can be sought 
in differences in the general friction, direction specific friction (for example, as a 
result of track wheels) or ’ease-of use’. For example, the optical trackball moves 
with very low friction. This means that tremors (or noise) in the human motor 
system will be visible in the observed path. So, it is easier to move smoothly 
when some friction is present in the device. Q 



Cursor Trajectory Analysis 133 




a b 




c 



Fig. 4. Mean path and st.dev. for three devices a)mechanical mouse, b)optical 
mouse and c)optical trackball in eight directions. 



Variability also differs per ’user’. This implies that a target estimation al- 
gorithm could be further improved by adjusting its parameters beforehand to 
individual users. 

In conclusion it can be said that: 

- For prediction purposes, paths can be assumed to be straight lines. 

- Variability around the mean path differs per device and per direction. This 
means that for a good prediction the target resolution could be higher when 
the device creates less variable paths (e.g. the optical mouse or the mechanical 
mouse) . 







134 



Hilde Keuning-Van Oirschot and Adrian J.M. Houtsma 



- Variability also differs per ’user’. This implies that a target estimation al- 
gorithm could be further improved by adjusting its parameters beforehand to 
individual users. 



30 




0 45 90 135 180 225 270 315 

Direction (degrees) 



Fig. 5. Mean variability per direction for each device a) mechanical mouse, b) 
optical mouse, c) optical trackball. 



References 

1. Akamatsu, M., and Sato, S.: A multi-modal mouse with tactile and force feedback. 
Int.J. Human-Computer Studies, 40, 443-453 (1994). 

2. Boessekool, J.: Moving two hands. Ph.D thesis, Utrecht University, The Nether- 
lands. (1999) 

3. Fitts, P.: The information capacity of the human motor system in controlling the 
amplitude of movement. Journal of Experimental Psychology 47(6), 381-391. 

4. Van Galen, G.P., Van Doom, R.P., and Schomaker, L.R.B.: Effects of mo- 
tor programming on the power spectral density function of finger and 
wrist movements. Journal of Experimental Psychology: Human Perception and 
Performance,16,(4),755-765. 

5. Gobel, M. Luczak, H., Springer, J., Hedicke, V., and Rotting, M.: Tactile feedback 
applied to computer mice. International Journal of Human-Computer Interaction. 
7(1), 1-24. 

6. Hollerbach, J.: Planning of arm movements. In: D.N. Osheron,S.M Kosslyn, J.M 
Hollerbach (Eds.), Visual cognition and action (ppl83-211). Cambridge, MA:MIT 
Press. (1990) 

7. Keyson, D.V.: Touch in user interface navigation. Ph.D thesis. Technical university 
Eindhoven, The Netherlands (1997) 



What Impact Does the Haptic-Stereo Integration Have 
on Depth Perception in Stereographic Virtual 
Environment? A Preliminary Study 



Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 

Precision and Intelligence Laboratory, Tokyo Institute of Technology 
4259 Nagatsuta cho Midori ku Yokohama shi 226-8503 - Japan 
Tel: +81 45 924 5050 Fax: +81 45 924 5 0 1 6 

Fa+oussi0pi . titech. ac . jp| 



Abstract. The present work aims to study the possibility of displaying force 
feedback along with stereo graphic in virtual reality interaction. During the 
different experiments we investigated the effect of providing haptic sensation 
on Human’s instable stereopsis depth perception. From the different result and 
discussions we find that such haptic-stereo coupling improved the instability of 
stereopsis depth perception. As well clearly shortened the necessary time for 
depth judgment. Which are 2 important factors for interactive mixed reality 
systems. However, current experiments didn’t show to which extent the haptic- 
stereo coupling improved the accuracy of localizing and manipulating objects in 
virtual environment. 



Introduction 

Our understanding of the three dimensional environment around us is inferred from a 
variety of depth cues. The information received from our diverse perceptual 
modalities is consistently and reliably integrated into a unitary perception of the 
world. To reach such capability of complete and accurate perception in multi-modal 
virtual environment. Artificial display systems and feedback cues have to work into 
concert with each other so as to create the illusion of natural sense of interaction. 

While the needs and the roles of multi-modal virtual environment are well 
documented by a large body of theoretical development, relatively little is known 
about the perceptual issues resulting from the combination of different artificial 
display systems. In real world, human’s senses such as vision, audition, haptic, etc. 
are almost always in agreement with each other, so an accurate depth perception is 
possible. In virtual reality, however, technological limitations are usually such that 
only a small subset of available cues can be fully implemented. Other cues are either 
missing or not well displayed. As well, the use of different technology with different 
bandwidths and mechanisms make the integration between modalities not consistent 
and in correspondence with human sensitivity. Uncontrolled feedback cues in a virtual 
scene can end up providing false depth information and may create a sensory conflict, 
which can lead to distorted perceptions and unskillful interaction. In the current study 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 135-150, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 



136 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



we discuss the possibility of integrating artificial haptic feedback with stereographic 
images and their coupling’s effect on depth perception in virtual environment. 



Research Background and Motivation 

It has been proven in many researches that stereoscopic images are very effective in 
improving interactions in virtual environment. As well, haptic sensations are known to 
impart users with realistic feeling about physical interactions, which improve the 
control over virtual objects. However, in most virtual reality systems, when these two 
modalities are coupled together, the real world (users) and the virtual world are 
separated, and do not interact directly with each other. For example, when the task of 
the user is to grasp a virtual object, usually we provide an imaginary graphic hand to 
interact directly with the virtual object (small sphere in figure 1-b), whereas the real 
hand is used to control the interaction without co-existence with the object, see figure 
1-b. Such indirect control makes the user think in terms of manipulating objects in 
remote site, and do not have the conviction that he is within the virtual environment 
itself Although, representing body’s parts involved in the virtual environment with 
similar graphics has sufficient accuracy for interactions (Butts and McAllister 1988, 
Spain 1984, Beaton 1987 and Reinhardt 1990), yet, it keeps the real and the virtual 
worlds non fused, and felt as being two different environments. What we want to 
achieve is direct control over the virtual object as seen in figure 1-a. 




With Virtual Object 



Fig. 1 -a. Real hand in direct interaction 
with Virtual object. 



Virtual Finger 
Representing the 
Real Hand 

Virtual Object 



Fig. 1-b. Indirect interaction between real 
hand and virtual object. 



Issues of Direct Coupling of Haptics and Stereopsis 

In order to provide an accurate integration between stereopsis and haptics cues, three 
facts have to be considered. 

1 . Misperception of the binocular stereopsis cue. This phenomenon is common where 
the location of the same object can be perceived at different depth each time. The 
depth instability of stereopsis affects directly the coordination between the visual 




What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



137 



and haptic modalities. A simple reaching to grasp task cannot be done 
appropriately. Drascic and Milgram 1991. 

2. Perception of real hand and stereoscopic images differ in a variety of ways. The 
main difference is that we use accommodation to perceive depth for real objects, 
whereas we use convergence to perceive depth for virtual objects. Miyashita and 
Uchida 1990. See figure 2. 




Fig. 2. Difference between stereographic and real object visual display. 

3. Occlusion and focus issues between real and virtual objects. Real objects have 
much stronger visual cues than stereographic virtual objects. For example the hand 
may occlude the virtual object, but the inverse situation is not possible, which 
violate interposition cue. 

The first issue is of particular interest in the development of mixed and augmented 
reality systems. The problem of misperceiving the location of objects at different 
depths is especially important if one of the principal tasks of the user is to reach and 
grasp an object, or to align objects. The force feedback sensation has to be always 
displayed in accordance with the virtual environment; any mismatching between the 
two modalities may cause the failure of the tasks. The present paper presents the 
results of our investigation about this issue. 



Purpose of the Research 

In the current research, we are interested in giving the user the ability to reach and 
touch virtual objects by his hand as in real world, see figure 2. We aim to display 
haptic sensation at the same position where objects are perceived. This entails 
establishing whether or not the haptic display can overcome the stereopsis distance- 
scaling problem, and be consistently and accurately matched with the stereoscopic 
display. 

At our knowledge there has been no work reported in the literature, which is 
directly relevant to this particular coupling in virtual environment systems. The results 




138 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



of this study can lead to improve the accuracy of perception and coordination between 
haptic sensation and visual cues in augmented and mixed reality applications. 

In the next section, we present the overall condition of the experiments. In the next 
sections, we describe and discuss about our experiments. There are four experiments. 
The first one was dedicated to state the variance of stereopsis depth perception 
without any force feedback. The second experiment was to the frame the haptic depth 
consistency without any visual display. The third experiment was the combination of 
the previous experiments and to study the effect of coupling both haptic and stereopsis 
on depth perception. The last experiment was carried out to study the depth threshold 
of force feedback within which the two modalities can be fused. In the last section the 
remaining problems are discussed. 



Method 

To get the positions of perceived depth we used the SCALEABLE SPIDAR interface, 
B. Laroussi and M. Sato. 1997, see Appendix. The device can track the real position of 
subject’s hand as well as provides both stereoscopic images and force feedback 
sensation. The system keeps the transparency of the working space and do not hide 
any part of the screen, see appendix A for more details. The stereoscopic image was 
displayed on a 120-inch large screen and observers viewed it by wearing liquid- 
crystal-shuttered glasses. In order to limit the perceptual capabilities of the observer’s 
eyes to only a single depth cue, all experiments were performed in a completely dark 
room, and the stereoscopic image was reduced to a basic random dot stereogram, 
which display a simple positional depth distance. We adopted such approach to isolate 
the role of other visual cues from the acquisition of depth information. 



Experiment I 



Subjects 

Four males served as observers. One was experienced observer knowledgeable about 
stereopsis. The others were naive. All observers have normal or corrected to normal 
vision. None of them reported any haptic deficiencies. Although it was not necessary 
for the experiment, all subjects were familiar with haptic devices and virtual 
environment. 



Apparatus 

In all experiments we used the human-scale haptic device SCCALEABLE SPIDAR 
(Figure 4) to get hand positions as well as to display force feedback sensation. The 
device is coupled with a large screen where computer generated random-dot 




What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



139 



stereogram is displayed. The observer was seated on a chair inside the device facing 
the screen. To provide constant viewing distance and avoid cues known to affect 
depth perception such as perspective and motion parallax, the observer’s head was 
stabilized with a chinrest at predetermined distance of 70 cm from the screen. All 
experiments were carried out in a completely dark room to discard any aiming point 
or background information that the observer may use as depth reference. The random- 
dot stereograms were made up of a square matrix consisting of 230x230 square dots, 
each of which had an equal probability of being displayed or not. The square has no 
background, and all dots were displayed in only red color. The square displayed to the 
left eye had a range of disparities added to it by shifting its horizontal position. Eight 
crossed disparities were employed in this experiment. The disparity ranges from 20 
dots to 160 dots, and each disparity was in integer multiple of 20 dots. When the 
observer fuse left and right image he always perceive the square being in front of the 
screen and at hands reach. Figure 3 gives more detail about the apparatus of the 
system. 




Figure 5; Apparatus of the experiments installation 



Fig. 3. Apparatus of the experiment installation. 



Procedure 

Each observer was tested individually. In each session the observer sat on the chair, 
wear the fingering provided by the haptic device SCALEABLE SPIDAR, the 
positioned his head on the chinrest and looked straight ahead to the square. The task 



140 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



was to move his right hand forward until it becomes aligned with the right side of the 
square. Observers were not able to see their hands, because the room was dark and 
also instructed previously to not occlude the image by heir hands, figure 4. When the 
observer subjectively believes that his hand is at the same depth as the square he 
report this judgment vocally by saying “HERE”. As the hand position is tracked in 
real time via the SCALEABLE SPIDAR device, the experimenter on clicking a 
mouse button recorded it instantly. The same task was repeated randomly at least 4 
times for each disparity (8 disparities in all). After each trial the observer was asked to 
close his eyes while the experimenter change the disparity by clicking another mouse 
button, this pause is about 2 to 3 seconds. 

The procedures were explained beforehand to each observer and given a short time 
of practice. Each session was preceded by at least 1 minute of dark-adaptation. 
Observers were allowed free eyes movement and as much time as required to estimate 
the depth of the square. Observers responded to the all disparities, repeated each 4 
times at least (46 trials in all) 




'itn-tn 



XJUf' IMft 



!.efi eyt 






Amn j 






,H ri= yrd' 



04 

03 

02 

01 



(LOO dots) 



Fig. 4. The observer subjectively 
positions his hand at the same depth as 
the perceived square. 



Fig. 5. Perceived depth for the different 
disparities. 



Results 

The results are summarized in figure 5. The graph shows the means and deviations of 
perceived depth as a function of disparity. Depth is expressed in terms of the distance 
interval between the observer and the perceived square. The small rectangles in the 
graph represent the mean of depth for each disparity. The vertical line represents the 
depth variation related to each disparity. The standard errors across disparities ranged 
from 1.5 cm to 5 cm of the mean depth and averaged 2.3 cm. Nearly all subjects 
responded quickly and confidently to all trial, usually viewing them for about 2 to 4 
seconds before making a response. The results from the naive observers did not differ 
in any systematic way from those from the experienced observer. 



What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



I4I 



Discussion 



We notice the clear relationship between the perceived depth and the physical 
disparity for all trials. This clear trend is evident for all subjects, and merely confirms 
that the magnitude of perceived depth increase with disparity as estimated by the 
following equation deduced from figure 6. 



— V 

2d 2(D ! d) 



( 1 ) 



Where / is the interocular distance. D is the viewing distance. R is the disparity 
distance and d is the depth distance from the observer. Equation (2) gives the depth d 
expressed as function of variable R. 



d V 



ID 

R#I 



( 2 ) 



As D and / are constant values, the depth is affected only by the change of 
disparity. That is, when disparity becomes smaller the square tends to be farther and 
inversely. Assuming that the interocular distance is 6 cm, equation (2) was 
represented by figure 7. Based on this theoretical prediction, the results presented in 
the graph 1 can be considered as stable and reliable. 







AcdrijrjfvJ JF 




OD I 1 1 1 1 1 1 1 1 ' 

OD 02 0.4 0£ OS ID 12 1.4 1£ IS 

Dfepariy Q.0O dots) 



Fig. 6. Simple positional disparity. 



Fig. 7. Predicted depth. 



V 


! ID 


(r#iY 





(3) 



If we look to the accuracy of observers’ depth perception in regard to disparities, 
we find that most of the user showed strong sensitivity to depth variation when the 
disparity was small. This ability decrease when the disparity become bigger, i.e. the 



142 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



change of disparity from 20 dots to 40 dots generate about 9 cm of depth variation, 
whereas the same change of 20 dots from 140 to 160 dots gives only 3 cm of depth 
variation. Ogle [8], Sperling 1983 and others researchers classified this phenomenon 
into two kinds of stereopsis, “patent” and “qualitative”. The first represent accurate 
stereopsis and occurs when disparity is small. The later represent imprecise stereopsis 
and occurs when disparity is big. This observation is validated by equation (3), which 
is the derivative function of equation (2). When the disparity is small the slop is big 
and gradually flattened while disparity is increasing, see figure 8. 

An important question arises immediately in regard to all these data and 
observations. At which position the force feedback should be displayed in such a way 
it can be perceived at the same position as the stereoscopic image? The following 
experiment was conducted to address this issue. 



lU 

'H 

> 

-P 

Ot 

<D 




Fig. 8. Sensitivity to depth variation. 



Experiment II 



Coupling Stereopsis and Haptics 

As discussed above, for each disparity, the square can be perceived randomly at 
different depth positions. It is impossible to predict at which distance the observer will 
perceive the stereoscopic square. In this experiment we investigate whether coupling 
force feedback with stereopsis can lead to improve the depth perception. We aim to 
display both haptic and stereopsis cues approximately at the same depth, in such a 
way they can be perceived by the subject as the same thing. 



What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



143 



Apparatus and Procedure 

The same experimental apparatus and procedure as in experiment (I) were used. With 
the extent of displaying haptic sensation. The observer was asked to move forward his 
hand until it comes into contact with the virtual wall; the square and the haptic wall 
were supposed to be at the same depth. The observer then has to judge whether he 
could perceive either one single fused haptic and stereopsis depth cue or definitely 
two different depth cues. For each trial the observer was asked to state the haptic 
depth position in regards to the stereopsis. Subjective feeling about the situation was 
reported orally by saying “Fronf’, “Same” or “behind”. “Front” situation occurs when 
the haptic wall stops the hand before it reaches the same depth as the visual square. 
“Same”, means both the haptic wall and the viewed square are perceived at the same 
distance. Observer responds “Behind” when his hand moves forward until it passes 
behind the square to reach the haptic wall. The position of the haptic wall was within 
the range of depth deviation determined by the previous experiment. For each 
disparity we displayed force feedback at eight different depth positions each of which 
was tried at least twelve times. Both disparity and haptic depth were displayed 
randomly. 



Results aud Discussiou 

The result of this experiment showed that some haptic depth positions are more 
representative and coincide often with stereoscopic depth than others. These positions 
are usually located somewhere in between the depth range of each disparity. At the 
extremities of these ranges simultaneously “Front” or “Behind” situation were 
dominate, see figure 9. The figure represents the case of disparity equal to 40 dots. As 
you can see from the figure, the range of positions where both modalities are 
perceived as one is smaller than the depth variation caused by binocular cue only. We 
find also that, displaying force feedback at the same position at the mean of visually 
perceived depths is the most representative position. Usually, there was 70% of 
chance to reach a complete integration between both modalities. Whereas, displaying 
the force feedback far from the mean created a conflict situation between the two 
modalities and usually the user have to ignore one of them depending on the 
dominance of the cue. As a conclusion, we consider that coupling force feedback with 
stereopsis increase the stability of depth perception. 




144 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



S 

o 

* 







Mean of the 




Mean of the 


/ Visual depth 






/ 


Haptic depth Visu 


al depth 


variation variation 

^ 



with force feedback without force feedback 

Fig. 9. Threshold of force feedback position. 



Experiment III 

While the previous experiments most of the subjects reported that they perceived 
depths faster when they were provided by force feedback sensation. The current 
experiment was carried to state this fact. 



Apparatus and Procedure 

The same experimental apparatus and procedure as in experiment (II) were used. The 
experiment had two sessions, in the first session we don’t display force feedback. The 
observer was asked to move forward his hand until it comes into the same depth 
position as the stereoscopic square. For each trial the user was asked to close his eyes 
at first until a beep sound is displayed. Then the subject open his eyes try to fuse both 
right and left images and position his hand as fast and accurate as possible. The time 
required for each trial, disparity magnitude and hand position were recorded. Once the 
subject finished estimating the depth, he was asked to close again his eyes. The 
experimenter changes meanwhile the disparity magnitude. The second session was 
identical with the first one except we displayed this time force feedback sensation 
approximately at the same level of the stereoscopic square. So the subject moves his 
hand forward until it comes into contact with the haptic wall. 



Results aud Discussiou 

The results of this experiment are presented in figure 10. We can observe that the 
average time required to perceive the depth positions is shorter when the force 
feedback is provided. When the haptic wall stops the hand, the eyes converge directly 





What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



145 



at the hand’s position, which supposed to be at the same depth as the stereoscopic 
square. 



♦ Avet^a^ time Wiile 
sterec^Dsis and h^c 
^ percqiticn 

■ tirre while 

4 stoeq^sispercqiticHi 



♦ 

j j I 

-10 12 3 4 

Disparity 

Fig. 10. Small squares represent the average time needed to perceive depth 
while using only stereopsis. The dark dots represent the perceived depth 
when both visual and haptic cues are provided. 

We think that information of depth preceded the stereopsis; this information is 
inputted by posture of the subject’s ami. When there is no force feedback the subject 
has to scan the image more times so as to succeed the fusion of both left and right 
images. Also, we can see that the time needed to decide the position of the 
stereoscopic square is proportional to the depth. This fact may be caused by the 
distance that the hand has to move to reach the same depth as the visual or haptic 
wall. Figure 12 gives more detail about the stability of depth perception in term of 
time. 

If we look to the case of disparity magnitude equal to 80 dots, the variation of 
perception time is about 3 seconds when no force feedback is displayed. This time 
delay is dropped to less than one minute when haptic sensations are provided. The 
same gap can be seen for disparity magnitude equal to 20 dots. This gap is smaller 
when the disparity is about 40 or 60 dots. These two disparities represents 
respectively the depth of about 30 to 40 cm, which is considered as the preferred 
depth of many subjects, may be this can be the raison. We can say that adding force 
feedback sensation will speed up the depth perception especially when the depth to 
perceive is too close or too far. 




146 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



> 

^3 

I 




□ Stereopsis + 
haptic 

□ Stereopsis 





Disparity 



Fig. 11. Standard deviation of perception time. 



Conclusion 

There are a wide variety of factors that affect the achievement of a complete 
integration between haptics and stereopsis in virtual environment. However, we 
proposed a preliminary approach that can fairly improve the perception of a virtual 
object’s location by adjusting the position of the haptic display so as to match the 
stereoscopic image. Also it was clear that adding force feedback sensation within 
appropriate threshold distances improve the integration of both haptic and stereopsis 
modalities. This supports our assumption that haptics may overcome stereopsis 
scaling distance problem. As well we showed that adding force feedback improved 
the time needed to perceive depths, this is of special interest in augmenting the reality 
of virtual environment. 

However, there are still many issues to investigate, especially to find a model that 
can couple haptics and stereopsis with high level of integration when we use real 
image and not random dot stereograms. Farther studies are necessary about the effect 
of viewing distance and the effect of occlusion on the depth perception. 



What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



147 



References 

1. Butts, D.R.W., and McAllister, D.F. “Implementation of true 3D cursors in computer 
graphics”. SPIE Volume 902: 1988. P74-84 

2. Spain, E.H., “A psychophysical investigation of the perception of depth with stereoscopic 
television displays”. PhD dissertation. University of Hawaii, May 1984. 

3. Beaton, R. J., DeHoff, Weiman, N., and Hildebrandt, W. “ An evaluation of input devices 
for 3D computer display workstations”. SPIE vol. 761, p 94-101, 1987. 

4. Reinhardt, F.W., “Effect of depth cues on depth juddgements using a field-sequential 
stereoscopic CRT Display”, PhD dissertation. Industrial engineering and operations 
research dept, Virginia polytechnic institute 1990 

5. Drascic, D., and Milgram, P. “Positioning Accuracy of virtual stereographic pointer in a 
real stereoscopic video world” SPIE vol. 1457, p 58-69, San Jose Sep 1991 

6. Miyashita, T., and Uchida, T. “Fatigueless stereoscopic display” 3D □ □ Vol. 4 No. 4 
April 1990 

7. Laroussi, B.Y., Cai and Sato, M. “New haptic device for human-scale virtual environment: 
Scaleable SPIDAR” ICMR’97 volume IXB, p 67-72, Tampere Finland 1997 

8. Ogle, K.N. “The optical space sense”. In The Eye vol. 4 ed. Davson, H. New York: 
Academic 

9. Sperling, G. “Binocular vision: A physical and neural theory” Am. f Psychol. P 462-534, 
1983 

10. Laroussi, B., and Sato, M. “Object recognition potentiality of haptic virtual environment”. 
Proceeding of ICPA’9, Toronto , July 1997 

11. Hirata, Y., Sato, M., and Kawarada H., "A Measuring Method of Finger Position in 
Virtual Work Space" Forma, Vol. 6, No.2, pp. 171-179(1991) 



Appendix 



Concept OF SCALEABLE-SPIDAR 

The device is derived from the original desktop SPIDAR device, which was 
introduced late in 1990 by Professor Makoto Sato et a/ [11]. As shown in figure 14-a, 
Scaleable-SPIDAR is delimited by a cubic frame that enclose a cave-like space, where 
the operator can move around to perform large scale movements. The experimental 
prototype is 27m^ size (3m x 3m x 3m). Within this space, different aspect of force 
feedback sensations associated mainly with weight, contact and inertia can be 
displayed to the operator’s hands by means of tensioned strings. The front side of the 
device holds a large screen, where a computer-generated virtual world is projected. 
Providing such a combination of haptic and visual feedback cues is indispensable to 
lets the operator’s eyes and hands work in concert to explore and manipulate objects 
populating the virtual environment. 

The device uses tensioned string techniques to track hands position as well as to 
provide haptic feedback sensations. The approach consists mainly on applying 
appropriate tensions to the four strings supporting each fingering worn by the 
operator. The force feedback felt on the operator’s hand is the same as the resultant 
force of tension from strings at the center of the fingering; next subsection gives more 




148 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 



detail about forces and position computation. In order to control the tension and 
length of each string, one extremity is connected to the fingering and the other end is 
wound around a pulley, which is driven by a DC motor. By controlling the power 
applied to the motor, the system can create appropriate tension all the time. A rotary 
encoder is attached to the DC motor to detect the string’s length variation. Figure 12- 
b. The set of DC motor, pulley and encoder controlling each string is fixed on the 
frame. 



Force Control 

Scaleable-SPIDAR uses the resultant force of tension from strings to provide force 
display. As the fingering is suspended by four strings, giving certain tensions to each 
of them by the means of motors, the resultant force occurs at the position of the 
fingering, where transmitted to and felt by the operator’s hand. 

Let the resultant force be f and unit vector of the tension be {i=0,l,2,3), 
figure 12-a, the resultant force is : 

3 

/ V % a .«. (a; 3 0) 

/ V 0 

Where a, represents the tension value of each string. By controlling all of the a, the 
resultant force of any magnitude in any direction can be composed [5]. 




Figure 12-a: Resultant force of tension. Figure 12-b: Motor and rotary encoder. 



Position Measurement 

Let the coordinates of the fingering position be P (x,y,z), which represent in the same 
time the hand position, and the length of the i'' string be /, (i~0, .... 3). To simplify the 
problem, let the four actuators (motor, pulley, encoder) Aj be on four vertexes of the 
frame, which are not adjacent to each other, as shown by figure 13. Then P (x,y,z) 
must satisfy the following equations (Eqs). 



(x # a)^ # {y # a)^ # (z # 


aY yi: 


(1) 


(x ! a)^ # (y ! aY # (z # 


aY yil 


(2) 


(x ! a)^ # (y # aY # (z ! 


aY y Y 


(3) 


{x# aY # (t ! aY # (z ! 


aY yil 


(4) 



What Impact Does the Haptic-Stereo Integration Have on Depth Perception? 



149 



A 3 (a, a, a) 




A i(a,a,-a) 






Figure 13: Position measurement. 



After differences between the respective adjacent two equations among equation 
(l)-(4) and solve the simultaneous equations, we can obtain the position of a fingering 
(hand) as the following equation (5): 



Experimental Prototype 

The experimental prototype provides two fingerings to be worn by the operator on 
both hands, Figure 14-a. The fingerings are made of light plastic material and the size 
can fit to any operator. As well, this small device leaves the hand free and easy to put 
on and off Although the operator can wear the fingering on any finger, middle finger 
is most recommended. The bottom of this finger is close to the center of hand, and the 
force feedback applied on this position is felt as being applied to the whole palm 
To provide the appropriate tensions and lengths of the strings, a personal computer 
(PC) is used to control an 8-bits D/A, A/D converter and a VME bus, which control 
respectively the currents entering the motors and detect the changes occurred on each 
rotary encoder. The PC is connected to a graphics workstation that provides a real- 
time video image of the virtual world. The apparatus of the prototype is shown by 
Figure 14-b. 




( 5 ) 



150 Laroussi Bouguila, Masahiro Ishii, and Makoto Sato 




Figure 14-a: The fingering. Figure 14-b: Apparatus of the Scaleable- 



SPIDAR. 

Performance of Scaleable-SPIDAR 

Position Measurement Range: the coordinates origin is set to the center of the 
framework. The position measurement ranges of all x, y and z in[-1.50m, +1.50m]. 
Static Position Measurement Error: the absolute static position measurement errors 
are less than 1.5cm inside the position measurement range. 

Force Feedback Range: within the force displayable sphere, force sensation range is 
from 0.005A (minimum) to 30A (maximum) for all directions. 

System Bandwidths: 

yX Video: 10 ~ 15 Hz 
yX Audio: 22 kHz (stereo) 

Position measurement and force display: > 1200 Hz (depends also on hardware 
installation) 



A Shape Recognition Benchmark for Evaluating 
Usability of a Haptic Environment 



Arthur E. Kirkpatrick and Sarah A. Douglas 

Department of Computer and Information Science 
University of Oregon 
Eugene, OR, 97403 USA 
{ ted, douglas } 0cs . uoregon . edu 



Abstract. This paper describes a benchmark task for evaluating the usability of 
haptic environments for a shape perception task. The task measures the ease 
with which observers can recognize members of a standard set of five shapes 
defined by Koenderink. Median time for 12 participants to recognize these 
shapes with the PHANToM was 23 seconds. This recognition time is within the 
range for shape recognition of physical objects using one finger but far slower 
than recognition using the whole hand. The results suggest haptic environments 
must provide multiple points of contact with an object for rapid performance of 
shape recognition. 



1 Introduction 

Haptic interfaces are frequently claimed to permit “more natural” (and hence more 
usable) interactions than current WIMP interface styles. These claims are based upon 
analogies with physical environments, where vision and touch have complementary 
roles and touch is both a familiar and a necessary part of interaction. But do these 
analogies hold? Existing performance metrics for haptic interfaces summarize the 
mechanical and electrical characteristics of the interface hardware [1]. These are 
useful for comparisons of the hardware but provide only a limited indication of the 
performance of the overall system on actual tasks. We believe that the usability of a 
haptic interface is best answered by considering all aspects of the interface: the 
hardware, software interaction techniques, and the task to which they are applied. We 
call such combinations haptic environments and contrast them to our daily 
interactions with physical objects, which we call physical environments. 

We have developed a benchmark task for evaluating one aspect of usability of 
haptic environments. We believe that shape perception is a fundamental component 
of many haptic perceptual tasks. Consequently, we have designed a task that 
measures the ease with which observers can recognize members of a standard set of 
five shapes. In this paper we describe our benchmark and use it to characterize 
performance of a common haptic environment. 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 151-156, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 




152 



Arthur E. Kirkpatrick and Sarah A. Douglas 



2 The Shape Recognition Task and Stimuli 

Many potential applications of haptic environments include haptic shape perception as 
a component task. An obvious example is analysis of scientific data, such as a 
geophysicist searching isosurfaces of a volumetric dataset for the contours of an oil 
field. However, there are many other tasks that implicitly require the assessment of 
shape, even though the primary attribute extracted may not itself be inherently 
geometric. In fact, we believe that any task that involves haptic exploration of the 
properties of an unknown object has an underlying shape component. To make sense 
of a stream of haptic sensations, an observer must be able to relate them to some form 
of spatial representation of the object, both for the haptic description itself and 
possibly to correlate that description with visual sensations of the object. Thus even 
the perception of such non-shape properties as texture or hardness will frequently be 
described with respect to regions of shape — “it’s smooth on the side"" or “it’s hard at 
the protrusion"" . 

Many studies of human haptic performance in physical environments have used 
either shape recognition or the related task of object recognition. Shape recognition 
tasks use stimuli which can only be discriminated based upon the geometric 
arrangement of their features, whereas object recognition tasks feature stimuli such as 
familiar household objects for which material properties are also a strongly diagnostic 
attribute. Object recognition was used in the classic series of studies by Klatzky and 
Lederman where observers were asked to haptically identify common objects [3]. In 
another study, the same authors used a restricted set of objects that could not be 
readily distinguished by material properties, producing a shape recognition task [4]. 
Other researchers have used abstract stimuli for shape recognition tasks [2]. 

The central role of shape perception makes it an excellent benchmark task for 
evaluating the usability of haptic environments. The large body of shape recognition 
results for physical environments provides a base for comparison. The selection of a 
set of standard shapes is crucial to the success of such a benchmark. 

We began with a class of smooth-flowing three-dimensional shapes defined by 
Koenderink and van Doom [5] and used in the shape recognition task of Kappers et 
al. [2]. These shapes are constmcted from two orthogonal parabolas and are a 
canonical set in the following sense: Any solid shape that is more complex can be 
constmcted from a combination of these shapes. The shapes are identified by a shape 
scale, computed from the direction of curvature of the two parabolas. There are five 
critical points on the scale, named Cup, Rut, Saddle, Ridge, and Cap (see Fig. 1). The 
shapes lying at these points are distinguished from one another by the signs of the 
curvatures of their constituent parabolas. An observer can distinguish them simply by 
determining whether each parabola is curving up or down or (in the case of Groove 
and Ridge) is flat. 

These five shapes represent an excellent base for a standard set. They are smoothly 
curving, can be used to constract larger shapes of arbitrary complexity, and can be 
readily distinguished by assessing direction of curvature without assessing its degree. 
Performance of observers recognizing these shapes constitutes a baseline performance 
for shape recognition in a haptic environment. 




A Shape Recognition Benchmark for Evaluating Usability of a Haptic Environment 



153 



Critical points on Koenderink’s 
Shape scale 






Cup: S=-1.0 



Ridge: S= 0.5 




Saddle: S=0.0 




Rut: S=-0.5 



Cap: S= 1.0 



Fig. 1. The Koenderink shape scale. 



Shape recognition is potentially based upon both abstract knowledge of the shape 
(in the case of our shapes, the directions of curvature for the two parabolas) and hand 
movements specific to an exact configuration. The balance between these two will 
depend upon the frequency of contact with a specific object. For example, you might 
identify an arbitrary cup shape using one sequence of hand movements but identify 
the coffee cup you drink from every day using movements specific to its geometry. 
This presented us with a dilemma: We needed to teach our participants to haptically 
recognize the five shapes but did not want them to use recognition methods that relied 
upon specific geometries of a given stimulus set. We resolved this by training our 
participants with one set of stimuli and testing them with another. The training phase 
used medium-sized shapes presented in “head on” configuration whereas the testing 
phase used small- and large-sized shapes presented in different rotations. 

Using these stimuli, we developed a benchmark task, summarized in the next 
section, for evaluating haptic environments. In addition to evaluating the benchmark, 
we were interested in the relationship between haptics and vision in shape recognition. 
The perception of shape using a point force haptic device alone is somewhat difficult. 
We wondered whether the visual proprioception offered by a screen cursor might 
improve the time and accuracy of performance by providing a superior representation 
of the spatial location of the current haptic sensation. To test this, we had our 
participants perform our benchmark shape recognition task with both a visual cursor 
display and no visual feedback whatsoever. 



The benchmark was implemented for SensAble's PHANToM device. The participants 
never saw a visual representation of the shapes at any time during the protocol — the 
shapes were only rendered haptically. The protocol had two separate phases, a 
training phase and a testing phase. 



3 Method 







154 Arthur E. Kirkpatrick and Sarah A. Douglas 



In the training phase, participants were told the names of the five shapes and felt 
them with the PHANToM. Once they had felt every shape twice, they were asked to 
identify the five shapes when presented in random order. In this phase, the shapes 
were presented “head on” and in a size that spanned approximately 3 cm of movement 
of the PHANToM. When a participant could recognize the shapes perfectly for two 
consecutive blocks of five, the testing phase began. 

The testing phase used a 2 by 2 by 3 within-subjects design, with cursor condition, 
stimulus size, and rotation as the independent variables and time and accuracy as the 
dependent variables. The two levels of the cursor condition were cursor present (a 
visual cursor was displayed on the screen corresponding to the location of the haptic 
device in the virtual environment) or absent. A curtain prevented the participant from 
seeing the location of their hand and ensured that the only visual cue was the cursor, if 
present. 

The small and large sized objects spanned distances of approximately 1.5 cm and 7 
cm, respectively. The three rotations moved the shapes obliquely away from the head 
on configuration used in the training phase but were small enough that the front of the 
shape remained facing the user. The rotations were simply used to provide variety of 
stimuli and the effects of this factor were not analyzed. Shapes, sizes, and rotations 
were fully crossed, for a total of 30 combinations in each cursor condition. The 
complete testing phase consisted of 60 trials. 

The haptic environment was a 300-Mhz Pentium II running Windows NT 4.0. The 
visual display device was a monoscopic color screen and the haptic display device 
was a PHANToM model 1.5. The haptic rendering loop ran at 1000 Hz and 
consumed approximately 30% of the processor time. For each trial, the environment 
recorded the time from first contact with the stimulus until the participant ended the 
trial by pressing the space bar. 

The participants were 12 unpaid graduate students from the computer science 
department. Nine were male and three female. Their ages ranged from 22 to 42 with 
a median of 30.6. Ten were right handed and two left-handed. All used the 
PHANToM with their dominant hand. 



4 Results 

Participants took quite a while to recognize the shapes. Arithmetic mean, geometric 
mean, and median time for a trial were 28.6, 22.5, and 23.8 seconds, respectively, 
with 50% of the values between 13.7 and 37.7 seconds. The distribution of times was 
clearly lognormal, so the most representative estimate of trial times is the geometric 
mean. There was also a large range of individual differences: The geometric means 
of the participant times ranged from 13.7 to 42.7 seconds, a factor of 3.11. The mean 
score for participant accuracy was 84.5% (s.d. 12.0%). 

We computed the mean time and accuracy for each participant under each 
experimental condition and calculated a two-way within-subjects ANOVA of main 
effects and interactions for accuracy and log of time. No significant effects were 
found for accuracy. For time, the effect of cursor condition was both unreliable in 
direction {Fi u = .098, p = .760) and small (95% confidence interval [-14%, 16%]). 
No effect was found for order of presentation of cursor condition. Smaller sizes had 




A Shape Recognition Benchmark for Evaluating Usability of a Haptic Environment 



155 



12% longer recognition times {Fj u = 6.986, p = .023, 95% c.i. [2%, 22%]). The 
interaction effect between size and cursor condition was not significant. 



5 Discussion 

The most striking result of this study is the difficulty of the task. Despite the 
simplicity of our stimuli and task, participants still had a mean time of 22.5 seconds 
with a 15% error rate. How does performance in this environment compare with 
human performance at recognizing physical objects? Using a superset of the five 
shapes we selected for our benchmark, Kappers et al. [2] found accuracy rates close to 
100%. They do not report response times. 

Lederman, Klatzky, and Reed [6] devised stimuli simpler than ours, three ellipsoids 
of revolution that differed only in their height to width ratio. Using both hands, 
observers could distinguish these objects in 1.0 seconds. For common household 
objects, whose shapes are more complex than those we used, observers were able to 
perform haptic object recognition in less than 2 seconds with a 4% error rate [3]. 
With a set of common objects that did not appreciably differ in material properties (a 
shape recognition task), the mean time was 6.2 seconds with a 5% error rate [4]. 

These times are far faster than the performance in our haptic environment, but 
comparisons must be made cautiously. Participants in all these studies were able to 
use their full hand. When Klatzky et al. [4] required their participants to wear gloves, 
the mean response time rose to about 16 seconds. When they further restricted their 
participants to using a single gloved index finger, mean response time leapt 2.8 times 
to 45 seconds with an error rate of 25%. Restricting the haptic flow to a single point, 
requiring the observer to induce object shape over time, dramatically limits 
performance in physical environments. Note that this last condition corresponds most 
closely to using a point force device in a haptic environment. 

These comparisons suggest that we have a considerable room for improvement of 
shape display in haptic environments. If we can increase the number of points of 
contact between the user and a displayed shape, we might get a two- to three-fold 
improvement in performance — a gain of great practical consequence, given the 
underlying importance of shape recognition and how long it currently takes. 

These comparisons also provide a useful validation of our evaluation benchmark 
itself The response times in our task are well within the range that would be 
predicted from dafa on a comparable fask with physical objects. Our task appears to 
measure the determining factors in performance of shape recognition. 

Finally, we consider the non-significance of the cursor condition. We note that all 
participants continued to improve performance up until the 60* trial. They do not 
appear to have reached skilled performance during the course of our benchmark. 
Some participants reported that they found the visual cursor condition distracting. 
Many had their hands full merely attending to the haptic sensations. We speculate 
that the sensory overload may have reduced with practice. The visual cursor might 
have proved significant when participants had achieved practiced performance. 




156 Arthur E. Kirkpatrick and Sarah A. Douglas 



6 Conclusions and Future Work 

Many users clearly have difficulty performing this basic task of shape recognition 
with a point force device. Given that perceiving shapes is a fundamental component 
of many tasks for which we might wish to use such devices, this difficulty represents 
a significant barrier to their usability 

Understanding the various factors underlying this low rate of performance is 
crucial to the usability of environments incorporating point force haptic devices. In 
the future, we intend to study how long it takes individuals to reach skilled 
performance, what that level of that performance is, and what factors might facilitate 
spatial perception with a point force device for different user populations. 

We also would like to extend our set of reference shapes with edges, textures, and 
shapes that are between our five basic shapes. This larger reference set will allow us 
to explore the effect of multiple factors on shape perception performance. 



Acknowledgements 

We gratefully acknowledge Intel Corporation for the donation of a Pentium computer 
and PHANToM. Susan Lederman gave insightful comments on point force haptics 
and Roberta Klatzky graciously provided the precise numerical values for Fig. 2 of 
[4]. An anonymous referee of this paper suggested reference [1]. 



References 



1. Hayward, V., and Astley, O.R. Performance measures for haptic interfaces. In Proceedings 
of Robotics Research: The 7th International Symposium. 1996. Springer Verlag, Berlin, pp. 
195-207. 

2. Kappers, A.M.L., Koenderink, J.J., and Lichtenegger, I. Haptic identification of curved 
surfaces. Perception and Psychophysics 56, (1994), 53-61. 

3. Klatzky, R.L., Lederman, S.J., and Metzger, V.A. Identifying objects by touch: An "expert 
system". Perception and Psychophysics 37, (1985), 299-302. 

4. Klatzky, R.L., Loomis, J.M., Lederman, S.J., Wake, H., and Fujita, N. Haptic identification 
of objects and their depictions. Perception and Psychophysics 54, (1993), 170-178. 

5. Koenderink, J.J., and van Doom, A.J. Surface shape and curvature scales. Image and Vision 
Computing 10, (1992), 557-565. 

6. Lederman, S.J., Klatzky, R.L., and Reed, C.L. Constraints on haptic integration of spatially 
shared object dimensions. Perception 22, (1993), 723-743. 




A Horse Ovary Palpation Simulator for Veterinary 

Training 



Andrew Crossan*, Stephen Brewster*, Stuart Reid^, and Dominic Mellor^ 



'Glasgow Interactive Systems Group 
Department of Computing Science, University of Glasgow 
{ ac, Stephen} 0dcs.gla.ac.uk 
http://www.dcs.gla.ac.uk/~stephen 
^Faculty of Veterinary Medicine, 

University of Glasgow. 

{ d.mellor , s .w . j . reid} 0vet .gla.ac.uk 



Abstract. This paper describes the concept of multimodal cues to aid training in 
a medical simulator. These cues aim to provide guidance and performance 
feedback to the user in the form of haptic, graphic and auditory feedback 
presented during the simulator training. The paper describes current 
implementations of the cues and their integration into the Horse Ovary 
Palpation Simulator (HOPS) developed at Glasgow University. 



Introduction 

Providing training to novices in any safety-critical application can present risks to 
those involved, but particularly in medicine where a mistake can permanently damage 
a patient or can even be fatal. The question remains as to the safest method to provide 
experience to medical personnel without endangering a patient. Traditionally, 
training in both human and veterinary medicine has taken the form of the 
apprenticeship model - trainees would perform the procedure under the supervision of 
an experienced doctor several times before they are considered qualified to perform 
the operation by themselves. Clearly there are risks to the patient particularly when 
the trainee may lack the necessary cognitive or psychomotor skills. This system also 
relies on subjective assessment of the performance level of the trainee by the 
supervisor. Virtual Reality (VR) simulators are now widely thought to offer the 
potential of providing a new medical training paradigm. As such, commercial as well 
as research systems are being developed worldwide. One of the major considerations 
in building a training simulator is how to provide performance feedback to the user. 
Higgins et al. [12] state: 

“it is pointless to build a training simulator that doesn’t provide useful feedback on 
performance to the trainee”. 

One of the disadvantages of physical simulations is that it can be difficult to extract 
performance feedback from the model. The majority of the virtual medical training 
simulations developed do address this issue of feedback by analysing the procedure 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 157-164, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 



158 Andrew Cros san et al . 



data and presenting it to the user after he/she is finished. This paper describes the 
concept and development of a simulator that guides the user through the environment 
by providing multimodal cues. 



General Overview 

Virtual medical simulations are becoming more common, and as the fidelity increases, 
they are expected to become more widely accepted as a training aid. Flight 
simulations are often used as an analogy in that they provide training in a multi- 
dimensional, safety-critical task. Although not widely accepted for many years, 
improved technology has lead to more realistic simulations that have proved useful in 
developing, maintaining and assessing pilot skill. They have been successfully used 
to simulate a wide range of conditions and emergencies, while reducing the learning 
curve for trainee pilots by providing a safe, controllable learning environment [16]. 

Simulation training is not a new idea in human and veterinary medicine. Students 
gain experience in certain techniques through use of plastic or rubber models, but 
these often lack realism and provide no useful feedback to the trainee. Surgical skills 
can also be improved in the anatomy labs that are incorporated into the medicine and 
veterinary medicine courses. Again, there are problems since cadavers are a scarce 
resource, and are not generally reusable. Living tissue can also have noticeably 
different haptic properties than cadaver tissue [12]. VR medical simulators have the 
potential to present anatomical and physiological information to the user 
simultaneously on reusable models. Simulations currently developed can be divided 
into those that provide training for minimally invasive surgery (MIS), surgery, or 
palpation procedures. MIS simulators are by far the most common [4, 13, 15, 17]. In 
a MIS procedure, surgeons view their interaction with the patient through a monitor, 
and hence, it lends itself to a virtual simulation. The Preop endoscopic simulator [4] 
developed by HT Medical Systems is one example of a system combining a force 
feedback MIS training system with anatomical and physiological models. Other 
systems exist to simulate other MIS procedures such as arthroscopy or laparoscopy. 
SKATS [1] and VE-KATS [17] present knee arthroscopy training systems. 

Surgery simulations cover a wide range of techniques using different surgical 
instruments. Cathsim [2] is an example of a commercially available training system 
for venipuncture. Berkley et al. [3] present a simulation for training in wound 
suturing. Simulation for cutting procedures in particular present problems as models 
need to be dynamically adjustable, to allow incisions. Delp et al. [7] have developed 
tissue cutting and bleeding models for this purpose. 

The development of a palpation simulation presents different problems than 
development of a surgery simulation. During surgery, a medical practitioner interacts 
with the patient through surgical instruments, so the haptic feedback from the tissue to 
the surgeon is mediated by the instruments. Palpation, however, involves the medical 
personnel interacting directly with skin or tissue. The development of palpation 
simulators tends to be less common, although palpation is an important technique for 
the diagnosis of many conditions. Two recent examples come from the Human 
Machine Interface Laboratory at the CAIP Center at Rutgers University. They have 




A Horse Ovary Palpation Simulator for Veterinary Training 



159 



developed a simulation using the Rutgers Master II for training in palpation for the 
detection of sub-surface tumours using experimentally based force-deflection curves 
[8]. They also present a prostate simulator developed using the PHANToM [5], which 
can model several different prostate conditions. 

One of the most important aspects of a virtual training system is that a user can be 
given an objective performance rating for the procedure performed. Determining the 
performance in a medical procedure is difficult however, since it can be a complex, 
multi-dimensional task with many different outcomes - not just success or failure. 
Metrics will depend on the training task performed. Gorman et al. [11] suggest the 
following metrics for a task involving driving a simulated needle through a target 
overlaying a blood vessel: time on task, accuracy, peak force applied, tissue damage, 
surface damage, and angle error. However, they note the difficulty in calculating 
tissue or surface damage accurately. For a palpation simulator where the user may 
wish to examine the whole of an object for specific shape or surface properties, 
accuracy and angle error may not be so relevant. Particularly in training for 
diagnosis, metrics can be very high level. For example, in Glasgow University’s 
horse ovary simulator [6], users palpate the ovaries for a follicle to diagnose the stage 
of ovulation of the horse. The users might be asked “Does a follicle exist on either 
ovary, and if so, what size is the follicle”. Systems exist to allow user performance to 
be stored over time [4], such that any trends of improvement or otherwise can be 
noted. This could eventually lead to an objective method of certification of medical 
trainees [12]. 



The Glasgow Horse Ovary Palpation Simulator 

Using a medical simulator allows trainees to make mistakes while learning, without 
their mistakes adversely affecting a patient. To provide training however, they must 
be aware of their mistakes, and learn from them. Providing performance feedback to 
the user after the simulated procedure is an important step, but this guidance does not 
affect performance during the procedure. This will allow users to correct their 
behaviour during the simulation. Feedback cues can also be used to guide users 
through an unfamiliar procedure, particularly during the initial stages of training 
where they may not possess the necessary psychomotor skills. 

A horse ovary simulation has been developed in collaboration with Glasgow 
University Veterinary School [12]. It was developed to train veterinary students in 
equine ovary palpation techniques, and in particular, in diagnosing the stage of 
ovulation of a horse. This is not only a difficult procedure for students to learn but 
can be fatal for the horse if performed incorrectly. Veterinarians perform an 
examination by locating the ovaries, and palpating them. The ovary shape and surface 
properties indicate the stage of ovulation of the horse. 

Users interact with the environment through the PHANToM force feedback device 
from SensAble Technologies [14], which allows 6DOF input and 3DOF translational 
output. The model itself consists of two horse ovaries fixed in space (Figure 1), that 
were developed iteratively with help from experienced horse vets at Glasgow 




1 60 Andrew Crossan et al. 



University Veterinary School. An initial experiment showed no significant difference 
in performance between students trained by traditional methods and those trained on 
the simulator. However, the results also showed there was potential for improvement 
in traditional training methods of ovary palpation [6], as an equally low percentage of 
ovaries were diagnosed correctly for both training groups. 




Fig. 1 : The Glasgow Horse Ovary Palpation Simulator. The model consists of two ovaries, (on 
the left and right) with the cursor shown in the centre. A follicle can be seen on front left ovary. 

Current work is concentrating on two different areas: Integrating multimodal cues into 
the environment and improving the fidelity of the models. The feedback suggested 
can take the form of haptic, audio or graphical cues. 



Multimodal Cues 



Haptic Cues 

Haptic cues provide a method to directly affect the user’s path through the 
environment. We have considered two different forms of guidance that haptic cues 
could provide: 

! V Guidance through pre-recorded movements 
! V Interactive guidance. 

Guiding a user using pre-recorded movements can be broken down into 2 stages - 
record and playback. During the record stage, both positional and force information 
of a user must be stored at specific regular sample intervals. Playback of the 
procedure would drive the user's interaction point along the path recorded. At each 
stage, the driving force would equal the force recorded for the current position. By 
this method, a student could feel the techniques and forces involved in a correct 
procedure by playing back a recording of an experienced doctor or veterinarian 
performing the same procedure. Alternatively, a doctor could assess the performance 
of a student by playing back a recording of their movements. 

Interactive guidance can be thought of as a tutor-trainee model. In this situation 
two interaction points would exist in the same environment. The first is controlled by 
the trainee, and can be used to explore freely the environment as in a single user 
simulation. The second is controlled by the tutor, who can influence the student at 
any time. This could take the form of grabbing the student’s interaction point and 




A Horse Ovary Palpation Simulator for Veterinary Training 



161 



dragging it through a series of motions. The trainee could then practice the procedure 
as normal, while the tutor could guide him/her if and only if help is required. This 
would serve to reinforce the apprenticeship model currently in use, while allowing the 
tutor to have a more active role in guiding the student. 

An initial attempt has been made to integrate pre-recorded haptic guidance into the 
training environment. During the recording stage, the position of the PHANToM can 
be sampled at a rate of between 100 and 1000 Hz. The PHANToM's position sensors 
provide a representation of the current cursor position that can be used to accurately 
recreate the path recorded. However, recording force information at the sample points 
presents problems, as the PHANToM device does not have force sensors. The system 
implemented attempts to estimate the applied force through the reaction force from 
objects or effects within the scene. By introducing viscosity throughout the scene, a 
reaction force to any movement can be detected through the device. Playback also 
presents problems, as even a passive user can affect the path of the cursor, and 
applying the recorded force vector will not generally move the cursor along the 
recorded path. The PHANToM drags the user’s finger through a series of 
movements. Resistive forces from the user will combine with the driving force to 
produce deviations from the path. The current system calculates the magnitude of the 
recorded force and applies it towards the next sample point on the path. This however 
can cause instabilities when contacting objects in the scene, demonstrated in Figure 2. 
When touching an object the user will apply a force to counteract the reaction force 
from the object. Even if the user is moving perpendicular to the surface of the object, 
he/she is still applying a force to counter this reaction force. However, the playback 
force will not take account of this and will drive the user directly towards the next 
sample point. The reaction force will combine with the playback force to produce a 
net force vector that is not in the direction of the next sample point. A more complex 
algorithm must be developed to adapt the playback force direction depending on the 
reaction force from the contacted object. 



Fig. 2. Demonstration of the problems of playback when the cursor and next sample point lie 
inside an object. The direction of the playback force will be affected by the object’s reaction 
force and resultant force will push the cursor away from the sample point. 



R0C7DI 

f'DI.-CC 




N 



1 62 Andrew Crossan et al. 



Audio Cues 

Audio cues can be used to convey state information about a system to the user. Gaver 
presents Arkola [10], a system in which continual auditory feedback can be used to 
monitor the running of a simulated factory, and in particular alert the user when an 
error occurs. Audio feedback to present state information has also been demonstrated 
in a medical context to augment a surgical procedure [18]. Surgical instrument 
position and optimal path information are passed to the surgeon through audio, 
allowing the surgeons to use the information while keeping their visual focus on the 
patient. Similar concepts of supplying users with auditory position and path 
information can also apply to medical simulators. Incorporating audio warnings into a 
simulation can provide immediate feedback to users that the current action they are 
performing is incorrect, or dangerous. Unlike haptic cues, audio cues do not directly 
affect the cursor position, but allow users to correct their actions themselves. In this 
manner, they can build confidence as they progress through the procedure that their 
actions are not damaging the patient. 

A simple audio warning cue has also been incorporated into the Glasgow ovary 
simulation. One of the dangers when performing an ovary examination is damage can 
be caused by palpating an ovary too firmly. An obvious solution is to alert the user 
when they are applying too much pressure to an ovary. Each of the objects in the 
environment can be assigned a threshold force value. If more than this threshold force 
is applied to an ovary during palpation an audio warning is sounded. In the current 
implementation, the pitch of the audio warning is linked to the force applied above the 
threshold, so a higher pitch of sound indicates a greater danger. 



Graphical Cues 

Graphical cues can be most easily used to highlight a specific area of the screen. The 
user’s attention can be drawn to a particular object by colouring it differently from the 
surroundings. In this way, an area of interest, for example an incision point, can be 
highlighted. Other possibilities exist however. A training system might include a path 
following mode where, much in the same way as haptic cues, a pre-recorded 
procedure is played back the user. During a correct examination, cursor position could 
be recorded at regular time intervals and a representation of this position can be 
played back in a subsequent examination for a student to follow. The pre-recorded 
cursor would provide no direct guidance, but a user could follow the movements with 
his/her own cursor, performing the same actions as the recording. 



Improving the Models 

The ovary models are being developed to increase the fidelity of the simulation. This 
is a particularly important issue for a simulator relying on palpation, where the users 
are directly interacting with the virtual objects that must feel realistic. Currently, the 
ovaries are based on the combination of geometric shapes, and while this was judged 
to be effective by veterinarians, methods to build anatomically accurate models exist. 




A Horse Ovary Palpation Simulator for Veterinary Training 



163 



The “Lucky the Virtual Dog” project generates anatomically accurate models of a dog 
through the composition of MRI and CT scans [9]. 

The ovary firmness is modelled with a linear force model. We are trying different 
non-linear soft tissue models, although their realism will still be decided subjectively 
by veterinarians. 

The next stage in the project will be to integrate two PHANToM devices into the 
same environment. Users can then use their thumb and forefinger to grasp objects in 
the scene. This will provide a more realistic simulation in that vets performing an 
ovary exam will cup the ovary with one or more fingers and palpate it using their 
thumb. It should also allow the ovaries to become moveable. The ovaries were 
moveable in our initial simulation, but proved difficult to palpate. With two 
interaction points, one can provide a reaction force to movement while the other can 
be used to palpate the ovary. An experiment is currently being developed to test 
object identification when using two PHANToMs instead of one. This experiment 
will be performed on the ovary simulator, but will involve a group of novice users 
with no veterinary knowledge. The users will be trained and then asked to find and 
identify soft spheres (representing follicles) on the ovary models using touch alone. It 
is expected that the two-PHANToM simulation will allow users to find and identify 
the size of follicles with more accuracy than the one-PHANToM simulation. A 
similar experiment will also be run using experienced horse veterinarians as the user 
group, to attempt to validate the ovary models. 



Conclusion 

Presenting performance feedback to users is an essential feature of a simulator, as it 
will allow them to learn from their simulator experience. Current research has 
concentrated on providing post procedure performance analysis, but little work has 
been done on guiding a user during the simulation. Providing users with multimodal 
cues has the potential to both guide them, and present them with performance 
feedback during the simulation. However, both the simulator and the cues themselves 
require further work before a useful system can be developed. 



Acknowledgements 

This research was funded by the Faculty of Veterinary Medicine at Glasgow 
University. Thanks must also go to the SHEFC REVELATION Project, SensAble 
Technologies and Virtual Presence Ltd. 




164 Andrew Crossan et al. 



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Tactile Navigation Display 



Jan B.F. van Erp 

TNO Human Factors 
Kampweg 5, NL - 3769 DE 
Soesterberg, The Netherlands 
+31 (0) 346 356458 
|vanerp0 tm ■ tno ■ nl| 



Abstract. The use of the tactile modality is not common in Human Computer 
Interaction. However, there may be good reasons to do so. For example in 
situations in which the visual sense is restricted (e.g., in virtual environments 
lacking a wide field of view, or for the visually handicapped persons), or 
overloaded (e.g., flying an airplane or driving in an unknown city). The lack 
of a wide visual field of view excludes the use of peripheral vision and may 
therefore degrade navigation, orientation, motion perception, and object 
detection. Tactile actuators applied to the torso, however, have a 360° 
horizontal ‘field of touch’, and may therefore be suited to compensate for the 
degraded visual information. 

Keywords: Virtual Environment, tactile, cutaneous, haptic, navigation, 
orientation. 



1 Introduction 

This paper will specifically discuss the use of the tactile sense to supplement visual 
information in relation to navigating and orientating in a Virtual Environment (VE). 
Attention is paid to the potential advantages, the possible pitfalls, and the missing 
knowledge. 

Virtual Reality (VR) technology allows the user to perceive and experience sensory 
contact with a non-physical world. A complete VE will provide this contact in all 
sensory modalities. However, developments in VR technology have mainly focussed 
on the visual sense. In the last decade, enormous improvements have been made 
regarding the speed and resolution of the image generators. However, the human 
senses are not restricted to the visual modality. Using the tactile modality as well in a 
VE might have several advantages; e.g., tactile information can enhance the 
immersion of the observer, guide movements, be a substitute for force feedback, and 
serve as a general information channel. 

Rationale. Despite the current power of image generators, the field of view of VE 
visuals is still reduced compared to real life. This may degrade orientation and 
navigation performance in a VE. Because the tactile channel has a 360° field of touch, 
a tactile display may compensate for the lack of peripheral viewing. However, 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 165-173, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



166 Jan B.F. van Erp 



fundamental and applied knowledge is required for successful use of tactile displays 
for this specific 

application, and moreover, for successful development of devices. At this moment, 
not all this knowledge is available or applicable. Areas that deserve attention include: 

! Vbody loci other than hand and fingers, 

! Vsensory congruency (see next paragraph), 

! Vcross-modal interaction, 

! Vperceptual illusions, 

! Vattention. 

Multi-modal Man Machine Interaction (M 4 I) and Sensory Congruency. Effective 
behavior requires that stimulation from several sensory channels be coordinated and 
made congruent informationally as well as temporally [8]; knowledge of this 
congruency (or incongruency) is a prerequisite for the success of M 4 I. Numerous 
examples show that information is not always perceived congruently by the different 
senses. For example, in the spatial domain, vision dominates touch (sometimes called 
visual capture [6], and found in e.g. estimating length and in perceived size [14], 
[17]), and touch dominates hearing ([9], [10], [19]). In the temporal domain, the 
perceived duration of a sound is longer than that of a light of equal length ([1], [4]), 
and intervals bounded by light flashes appear shorter than those bounded by brief 
auditory stimuli ([5], [18]). A similar incongruency is found in a simple experiment 
[21] on the perception of visual and tactile time intervals. The perception of open time 
intervals, either marked by visual stimuli (blinking squares on a monitor), or tactile 
stimuli (bursts of vibration on the fingertip with the same duration as the visual 
stimulus) was studied in uni- and cross-modal conditions. The results of the 
experiment showed a large bias in the cross-modal condition: tactile time intervals are 
overestimated by 30% compared to visual intervals (see Figure 1). This indicates that 
sensory congruency is a non-trivial aspect of integrating sensory modalities. 




Fig. 1. Point of Subjective Equality (PSE) for a 200 ms standard open time interval. The visual 
- tactile condition shows that a 150 ms tactile interval is judged to be equal in length to a 200 
ms visual interval. 



Tactile Navigation Display 



167 



2 Tactile Orientation and Navigation Display 

The restricted field of view available for, amongst others, VE users, closed cockpit 
pilots, or the visually impaired, may degrade spatial orientation and navigation 
performance. In these situations presenting information via the tactile channel can 
support the observer. In the early nineties, two tactile naviagation displays for pilots 
were developed. Gilliland and Schlegel [3] conducted a serie of studies to explore the 
use of vibrotactile stimulation of the human head to inform a pilot of possible threats 
or other situations in the flight environment. The tactile display uses the pilot’s head 
as display surface to provide an egocentric view of the environment, that pilots can 
rapidly relate to their cognitive maps and their orientations within them. The relative 
accuracy, which represents how close the subject came to designating the correct site, 
did deteriorate with increased numbers of stimulation sites. However, relative 
accuracy was reasonably good even with 12 stimulation sites (87%). In operational 
environments, a functional tactile information system may not require absolute 
accuracy if it supplies redundant information to enhance situation awareness, or 
merely alerts the operator to targets or threats. Rupert, Guedry and Rescke [12] 
developed a matrix of vibro-tactors that covers the torso of the pilot's body. This 
prototype may offer a means to continuously maintain spatial orientation by providing 
information about aircraft acceleration and direction of motion to the pilot. Rupert and 
associates studied the transmission of roll and pitch infomiation by means of the 
tactile array. Within the pitch and roll limits of their torso display (15 and 45 deg, 
respectively), the subjects could position the simulated attitude of the aircraft by the 
tactile cues alone. The accuracy of pitch and roll was within 5 deg, after a learning 
period of 30 min. 

A potential interesting body locus for a tactile navigation display is the torso 
because of its large surface, its 3D form, and its possible ego-centric ‘view’. 
Furthermore, information presented to the torso is not likely to interfere with tactile 
information presentation to, for example, the hands. A simple tactile display could 
consist of a number of actuators located in a horizontal plane. By stimulating a certain 
area, the display could indicate a direction, e.g., to a point or object of interest. 




Fig. 1. Placement of the tactile actuators on the back for the spatial sensitivity experiments 
(scale is cm). 





168 Jan B.F. van Erp 



The first step in the development of the proposed application is cataloguing the 
relevant perceptual characteristics, i.e., the spatial and temporal information 
processing capacity of the torso. After this initial phase, the next step is to understand 
the perceptual biasses and use of navigation information presented on the torso, i.e. 
the usability aspects of the proposed display. 



■ dorsal side 
O frontal side 



3 [ 

? 

I 21 

£ 

(A 

O 



X 



I 



I 



T 



left 



sagittal plane right 

location on the torso 



Fig. 2. Spatial accuracy of the torso for vibro-tactile stimuli. The threshold is the minimum 
(centre-to-centre) distance between two actuators needed to reach a 75% correct localisation 
performance. 



2.1 Determining the Spatial Sensitivity of the Torso 

Since only indirect data are available regarding the spatial resolution of the torso for 
vibro-tactile stimuli, basic research was needed to formulate the requirements for an 
optimal display configuration. On the one hand, one wants to use the full information 
processing capacity that is available; on the other hand, one wants to keep the number 
of actuators to a minimum. Therefore, a series of experiments was conducted in which 
the spatial resolution of the torso was determined (for the apparatus, see Figure 2, for 
details of the experiment, see [16]). 

The results of the experiments showed that the sensitivity for vibro-tactile stimuli 
presented to the ventral part of the torso was larger than for stimuli presented to the 
dorsal part (see Figure 3). Furthermore, the sensitivity near the sagittal plane of the 
torso is larger than to the sides. Moreover, the sensitivity is larger than was expected 
on the basis of the existing psychophysical literature on two — ^point thresholds (e.g., 
see [7], [20]). 





Tactile Navigation Display 



169 




Fig. 3. Top view of the set-up for the direction discrimination task. With a dial, the observer 
can position a cursor (a spot of light projected from above) along a white circle drawn on the 
table. The cursor should be positioned such that it indicates the direction associated with the 
tactile stimulus. 




Fig. 4. Example of the mean responses (open circles) of one observer associated with the tactile 
stimulus on the torso (filled circles). The intersections of the lines connecting those points hint 
at the existence of two internal reference points. 




170 



Jan B.F. van Erp 



2.2 Presenting Spatial Information on the Torso: Tactile Direction 

Discrimination 

In a follow-up experiment, tactile actuators were attached around the participant’s 
torso. The participant was seated in the centre of a table (see Figure 4) On this table, a 
white circle was painted, and the participant’s task was to position a spot light 
(projected from above) on this circle such that it indicated the direction of the tactile 
stimulus (either one or two adjacent actuators were activated at a time). 

The results of this experiment were interesting in several ways. First of all, none of 
the participants had any trouble with the task. This is noteworthy since a point 
stimulus does not contain any explicit direction information. The strategy people use 
is probably similar to the one known in visual perception, namely using a perceptual 
ego-centre as a second point. Several authors determined the visual ego-centre (e.g., 
[11]), that can be defined as the position in space at which a person experiences him 
or herself to be. Identifying an ego-centre or internal reference point is important, 
because it correlates physical space and phenomenal space. A second reason to 
determine the internal reference point in this tactile experiment was the striking bias 
that all participants showed in their responses, namely a bias towards the sagittal 
plane, see Figure 5 for an example. This means that stimuli on the frontal side of the 
torso were perceived as directions coming from a point closer to the navel, and stimuli 
on the dorsal side of the torso were perceived as coming from a point closer to the 
spine. Further research [15] showed that this bias was not caused by the experimental 
set-up, the visual system, the subjective location of the stimuli, or other anomalies. 







5 












O 1 
O 
6 




■ 

3 






O 

2 

O 




■ 

8 

■ 






8 

O 


5 

■ 


10 

■ 7 

i 






3 

o 






■ 

2 

■ 








O 

4 

O 


4 












■ 

6 

■ 


o left 
■ right 















-60 -40 -20 0 20 40 60 

lateral position (mm) 



Fig. 5. The Internal Reference Points for the ten observers in the tactile direction determination 
task. The numbers indicate the individual observers. 





Tactile Navigation Display 



171 



The most probable explanation is the existence of two internal reference points: 
one for the left side of the torso, and one for the right side. When these internal 
reference points are determined as a function of the body side stimulated, the left and 
right points are 6.2cm apart on average across the participants (see Figure 6). The 
third noteworthy observation is related to the variance of the responses as a function 
of the presented direction: performance in the front-sagittal region is very good with 
standard deviations between 4° and 8° (see Figure 7), and somewhat lower towards 
the sides. 

More details on the experiments can be found in [15]. The most relevant 
implications for the application of tactile displays for spatial information are the 
following: 

! Vobservers can perceive a single tactile point stimulus as an indication of external 
direction, 

! Vthe consistency in the perceived direction varies with body location. Performance 
near the sagittal plane (SD of 4°) is almost as good as with a comparable visual 
display, but lowers toward the sides, 

! Vdirection indication presented by the illusion of apparent location (the percept of 
one point stimuli located in between two simultaneously presented stimuli) is as 
good as that of real points, 

! Vsmall changes in the perceived direction can be evoked by presenting one point 
stimulus to the frontal side, and one to the dorsal side of the observer. 




Stimulus angle (deg.) 



Fig. 6. Standard Deviation of the tactile responses as function of the stimulus angle (0° is the 
mid — sagittal plane with negative angles to the left). The horizontal lines summarize the results 
of a post hoc test; pairs of data points differ significantly when separated by the two lines. 





172 Jan B.F. van Erp 



3 Discussion 

Some potentially beneficial applications of tactile displays in VE or HCI are presented 
in the Introduction. The present paper focussed on tactile information as supplement 
to degraded visual information, more specifically for navigation. After choosing what 
information the tactile display must be designed for to present, the relevant perceptual 
characteristics of the users must be determined. Although there is substantial literature 
on tactile perception, the available knowledge isn’t by far as complete as on visual 
and auditive perception. Gaps in the required knowledge, e.g., on tactile perception of 
body loci other than the arms, hands, and fingers, must be filled before applications 
can be successful. Besides data on fundamental issues such as spatial and temporal 
resolution, perceptual illusions might be an interesting area in relation to display 
design. Illusions such as apparent position (which may double the spatial resolution of 
a display), and apparent motion (which allows to present the percept of a moving 
stimulus without moving the actuators) offer great opportunities to present 
information efficiently. Still more illusions are discovered (e.g., see [2]). 

After cataloguing all relevant basic knowledge, specific applications must be 
studied to further optimise information presentation and display use. Another 
important point, which is not fully addressed in this paper, is the interaction between 
the sensory modalities. 

As shown in this paper, sensory congruency and response biasses are of major 
interest in this respect. An enhanced Human Computer Interface will be multi-modal, 
but the interaction between the tactile and the other senses (e.g., regarding attention 
switching, see [13]) is an area that is only recently being addressed. Just adding 
tactile information without careful considerations does not automatically enhance the 
interface or improve the user’s performance. 



References 

1. Behar, I., and Bevan, W. The perceived duration of auditiory and visual intervals: Cross- 
modal comparison and interaction. American Journal of Psychology, 1961, 74, 17 - 26. 

2. Cholewiak, R.W., and Collins, A.A. The Generation of Vibrotactile Patterns on a Linear 
Array: Influences of Body Site, Time, and Presentation Mode. Perception and 
Psychophysics, 62(6), 2000, 1220-1235. 

3. Gilliland, K., and Schlegel, R.E. Tactile Stimulation of the Human Head for Information 
Display. Human Factors; 1994, 36; 4; 700-717. 

4. Goldstone, S., and Goldfarb, J. Judgment of filled and unfilled durations: Intersensory 
effects. Perceptual and Motor Skills, 17, 1963, 763 - 774. 

5. Goldstone, S., and Lhamon, W.T. Auditory-visual differences in human judgment. 
Perceptual and Motor skills, 34, 1972, 623 - 633. 

6. Hay, J.C., Pick, H.L. Jr., and fkeda, K. Visual capture produced by prism spectacles. 
Psychonomic Science, 1965, 2, 215-216. 

7. Johnson, K.O., and Phillips, J.R. Tactile spatial resolution. I. Two point discrimination, 
gap detection, grating resolution, and letter recognition. Journal of Neurophysiology, 1981, 
6(6), 1177-1191. 

8. Kolers, P.A., and Brewster, J.M. Rythems and Responses. Journal of Experimental 
Psychology: Human Perception and Performance, 1985, 11, 150-167. 




Tactile Navigation Display 



173 



9. Lederman, SJ. Auditory texture perception. Perception, 1979, 8, 93-103. 

10. Pick, H.L.Jr., Warren, D.H., and Hay, J.C. Sensory conflicts in judgments of spatial 
direction. Perception and Psychophysics, 1969, 6, 203-205. 

11. Roelofs, C.O. Considerations on the visual egocentre. Acta Psychologica, 1959, 16, 226- 
234. 

12. Rupert, A.H., Guedry, F.E., and Reschke, M.F. The use of a tactile interface to convey 
position and motion perceptions. AGARD meeting on Virtual interfaces: reserach and 
applications, October 1993. 

13. Spence, C., and Driver, J. Cross — Modal Links in Attention Between audition. Vision, and 
Touch: Implications for Interface Design. Int. J. of Cognitive Ergonomics, 1979, 1 (4), 
351-373. 

14. Teghtsoonian, R., and Teghtsoonian, M. Two varieties of perceived length. Perception and 
Psychophysics, 1970, 8, 389-392. 

15. Van Erp, J.B.F. Direction estimation with vibro-tactile stimuli presented to the torso: a 
search for the tactile ego-centre. Report TM-00-B012. Soesterberg, The Netherlands: TNO 
Human Factors, 2000. 

16. Van Erp, J.B.F. , and Werkhoven, P.J. Spatial characteristics of vibro-tactile perception on 
the torso. Report TM-99-B007. Soesterberg, The Netherlands: TNO Human Factors, 1999. 

17. Walker, J.T. Natural visual capture in bilateral length comparisons. Perception and 
Psychophysics, 1972, 11,247-251. 

18. Walker, J.T., and Scott, K.J. Auditory-visual conflicts in the perceived duration of lights, 
tones, and gaps. Journal of Experimental Psychology: Human Perception and 
Performance, 1981, 7, 1327-1339. 

19. Warren, D.H. Spatial localization under conflict conditions: Is there a single explanation? 
Perception, 1979, 8, 323-337. 

20. Weinstein, S. Intensive and extensive aspects of tactile sensitivity as a function of body- 
part, sex and laterality. In: The Skin Senses, edited by D.R. Kenshalo. Springfield, C.C. 
Thomas, 1968, pp 195-218. 

21. Werkhoven, P.J., and Van Erp, J.B.F. Perception of vibro-tactile asynchronies. Report 
TM-1998-B013. Soesterberg, The Netherlands: TNO Human Factors, 1998. 




Tactile Information Presentation in the Cockpit 



Henricus A.H.C. van Veen and Jan B. F. van Erp 

TNO Human Factors, P.O. Box 23 
3769 ZG Soesterberg, The Netherlands 
Tel.: +31 346 356449 



Abstract. This paper describes two aspects of the application of tactile 
information presentation in the cockpit. The first half of the paper discusses 
why the tactile channel might be used instead of, or in addition to, the more 
common visual and auditory channels. It lists several categories of information 
used in cockpits and explores their appropriateness for tactile stimulation. The 
second half of the paper briefly describes an experiment on the perception of 
vibro-tactile stimuli under high G-load conditions (in a centrifuge). It is 
concluded that the perception of vibro-tactile stimulation on the torso is not 
substantially impaired during high G-load conditions, at least up to 6G. 



1 Why We Should Use Tactile Information Presentation in 
Cockpits 

The tactile channel is a relatively neglected information channel in display research, 
also in cockpit displays. Worldwide only a few groups have current research 
programmes in this area (e.g., see [2], [3], [4]). Visual displays dominate the design of 
cockpits, and auditory displays are increasingly being used as well. Tactile displays, 
however, are virtually absent in cockpits. Nevertheless, there are many situations in 
which the tactile channel can become an important or even vital alternative, because 
the visual (and/or auditory) channel is not available, not adequate, or overloaded (e.g., 
see [2]). Some relevant considerations (some more speculative than others) are: 

! VThe enormous amount of information that is available to the pilot is offered 
primarily in a visual format. The limits of the visual processing capabilities of 
pilots constitute a real design constraint in the development of new cockpits. 

! VThe view on the outside world in a cockpit (field-of-regard) is generally and 
obviously limited, because only a part of the cockpit is transparent. Systems that 
use forms of indirect sight (such as camera-monitor systems) can be used to 
overcome this limitation, but always have a restricted instantaneous field-of-regard. 

! VFligh G-loads, such as experienced in fighter jets, can severely degrade visual 
perception. Maybe tactile perception does not suffer from this problem. 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 174-181, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 



Tactile Information Presentation in the Cockpit 



175 



! VVisual information can be hard to interpret, e.g., when representing 3D spatial 
information on 2D visual displays. Presenting such information to the skin might 
reduce those interpretation problems. The surface of the skin is a 2D surface like a 
visual display, but unlike such a display it is also a closed manifold embedded in a 
3D space (sphere topology), and can therefore be used to represent part of the 3D 
spatial relations directly, namely, directions in 3D space. 

! VPilots commonly experience visual and visual-vestibular illusions, some of them 
resulting in disorientation. It is conceivable that tactile stimulation could support 
the pilot in recognising the occurrence of such illusions and in avoiding their 
negative effects on performance. 

! VVisual attention is usually restricted to a single entity (with the exception of 
moving objects). Thus, tracking multiple visual information sources in parallel is 
probably limited. How this translates to the tactile modality (and multi-modality) is 
not exactly known, but there are some indications that tactile attention may be 
directed to more than one location concurrently. 

The above considerations are really examples of the earlier mentioned arguments for 
using tactile instead of, or in addition to, visual/auditory stimulation: non-availability, 
inadequacy, and processing overload. Another dimension along which this problem 
needs to be studied is the type of information that is suitable for presentation via the 
tactile channel. At least four relevant categories of information present in cockpits can 
be identified: 

1. Geometric information: the projection of spatially organised information on a 
spatially organised medium. Major examples are: 

! VDirections in 3D space. Waypoints, other aircraft, targets, etc., can all be 
characterised by a direction in 3D space. These directions change rapidly when 
the pilot moves through the environment. Information of this type could be 
presented continuously, when the pilot asks for it, or could be used as a 
cueing/waming system (e.g., see [1]). See figure 1. 

! VReference frames. An artificial horizon can be represented in the tactile modality 
by stimulating those parts of the torso that form the intersection of the torso with 
the actual horizon. See figure 2. 

! VBorders in the sky. Borders in the sky can originate from airspace rules 
(restricted areas, minimum height, etc.), from course restrictions (tunnel-in-the- 
sky) or course planning, from missions (e.g., dropzones), and probably from 
many other causes. When such borders are interpreted as surfaces in 3D space, 
pilots can be made aware of them by appropriate tactile stimulation during 
approach (e.g., tactile stimulation of the relevant side of the body with 
increasing intensity or frequency upon approach) and passing (e.g., similar to the 
type of stimulation suggested for indicating reference frames) of such surfaces. 




176 Henricus A.H.C. van Veen and Jan B. F. van Erp 




Threat level and 
identification coded by 
secondary parameters 



Fig. 1. Geometric information: Directions in 3D space . It has been shown that a pointlike vibro- 
tactile stimulation on the torso is easily understood by people as an external direction in space. 
This can be used to effectively indicate directions in 3D space to pilots, such as those associated 
with other aircraft. It is hypothesized that several of such directions can be distinguished 
simultaneously. 



2. Warning signals: the principles for warning hierarchies in use for controlling visual 
and auditory warnings can also be developed for the tactile domain. However, a 
multi-modal approach - which modality should be used with which strength and 
form - would probably be even more powerful. 

3. Coded information: all other types of information not included in the first two 
categories can of course be projected to the tactile domain in a coded form. 
Examples are flight manoeuvre related data, such as altitude, speed, attitude, and 
feedback signals in hovering manoeuvres, but also information like fuel supply, 
identification of radar signals, time-to-contact, payload information, etc. Optimal 
ways of coding need to be developed. 

4. Communication: The tactile modality might also be used for simple but effective 
forms of communication between crew members or between members of a 
formation. Such a communication channel might be useful for covert operations, 
for communicating simultaneity between individuals, for indicating directions of 
danger by remote tactile stimulation on another persons body, etc. 










Tactile Information Presentation in the Cockpit 



177 




Fig. 2. Geometric information: Reference frames. It is hypothesized that a tactile sensation of 
the horizontal plane can be elicited by activating the appropriate vibro-tactile actuators on the 
torso. Upon rotations of the body in space, other actuators should be activated. In the figure 
above, the person is tilted to the right. 

These contemplations can be used to derive a human factors research agenda for 
investigating the advantages and disadvantages of using tactile versus visual and 
auditory information presentation in the cockpit. For instance, additional studies on 
multi-modal attention and processing capacity need be performed before it can be 
confirmed that tactile stimulation can be used to overcome current processing 
overload problems. The second half of this paper discusses an experiment along one 
of the other lines, namely vibro-tactile perception under high G-load. 



2 Vibro-Tactile Perception under G-Load 

Earlier work at TNO Human Factors has shown that tactile displays can be used 
effectively for presenting spatial information, such as the direction of waypoints. For 
these studies, a tactile display was designed that allows for an intuitive way of 
presenting external directions by means of vibro-tactile stimulation. This display is 
worn on the torso and can be extended to a maximum of 128 actuators distributed 
over the body. 





178 Henricus A.H.C. van Veen and Jan B. F. van Erp 



The current pilot study aims to probe the perception of vibro-tactile stimulation 
under high G-load. The motivation is that the application of tactile displays in fighter 
jets would be much more valuable when pilots can continue to perceive and process 
tactile stimulation under high G-load conditions where the visual channel degrades 
strongly or becomes completely unusable. The main factors that potentially hinder 
tactile perception during high G-load are: mechanical aspects of human skin receptors, 
pressure suits and straining procedures, reduced attention for tactile stimulation 
caused by the high stress and workload levels, and mechanical aspects of the actuators 
used for the stimulation (our tactile display was not designed for high-G applications). 



2.1 Methods 

The experiment was conducted in the centrifuge of the Aeromedical Institute (AMI) in 
Soesterberg, The Netherlands, under supervision of a medical doctor. Each of the four 
participants was subjected to a number of G-profiles (see Table 1), starting with a so- 
called relaxed G-tolerance test. During all profiles, subjects were wearing a simple 
version of the tactile display, consisting of three or four tactile actuators mounted on 
the left and right side of the torso. The actuators were activated as a group (left or 
right) in a 100ms on - 200 ms off rhythm, during 6 seconds maximum. Subjects had to 
press one of two buttons (left or right), immediately upon detection of tactile 
stimulation at either the left or right side of their torso. Because of the obviously short 
durations of the G-profiles, the next trial started almost immediately after the subject 
responded. All four subjects were male, between 30-40 years old, member of either 
two institutes, and participated voluntarily. When considered necessary, a medical 
examination was conducted before the experiment. During the experiment, a medical 
doctor continuously monitored the subjects by means of verbal communication, video 
monitoring, and EGG (electrocardiogram) monitoring. Subjects either had previous 
experience with G-loads (1, 4) or vibro-tactile stimulations (2, 3). 

Table 1. Five different G-profiles used during the experiment. 



Profile 


Description 


Subjects 


Tolerance 


0.33 G/sec increase of G-load, aborted 
when subject experiences troubles 
with vision. 


All 


4G steady 


0.33 G/sec increase of G-load up to 
4G, then steady for 30sec. Subject 
strains leg muscles. 


1, 2 (twice), 3 


4G fast 


Similar to 4G steady, but with 1 G/sec. 


4 


6G fast 


1 G/sec increase of G-load up to 6G. 
Subject wears pressure suit (legs only) 
and performs straining. 


4 


6G steady 


Similar to 6G fast, but with additional 
1 5 sec steady at 6G. 


4 




















180 Henricus A.H.C. van Veen and Jan B. F. van Erp 



Tolerance profile 




G 



4G steady profile 




0 12 3 4 



G 



Special profiles 




Fig. 4. Proportion correct responses as a function of the G-load for different G-profiles. 



2.2 Results and Conclusions 

Figures 3 and 4 summarise the results. The results obtained with the G-tolerance 
profiles show stable response levels (reaction time and percentage correct) up till 







Tactile Information Presentation in the Cockpit 



181 



about 3G, but decreased performance close to the individual G-tolerance levels. This 
initial performance reduction at higher G-levels disappeared completely in subsequent 
G-profiles, possibly due to the familiarisation with the task and physiological 
condition. Note that this is even true for those G-levels that are close to the individual 
relaxed G-tolerance levels. Reaction times stabilise at around 500 msec (subject 
dependent) and percentages correct responses are invariably high (between 85 and 
100%). 

Apparently, the perception of vibro-tactile stimulation on the torso is not 
substantially impaired during high G-load conditions, at least up to 6G. Note that the 
torso is certainly not the most sensitive part of the body with respect to vibro-tactile 
stimulation, in terms of detection thresholds and spatial resolution for instance. 
Furthermore, it seems that there are no differences between the conditions with and 
without a pressure suit and extended straining (subject 4 in the 4G fast versus 6G fast 
and 6G steady conditions). 



Acknowledgements 

TNO Human Factors kindly acknowledges the support from our colleagues at the 
Aeromedical Institute in Soesterberg, The Netherlands, in conducting the G-load 
experiments in their centrifuge. 



References 



1. Erp, J. B. F. van. Direction determination with vibro-tactile stimuli presented to the torso: a 
search for the tactile ego-centre. Report TM-00-B012. Soesterberg, The Netherlands: TNO 
Human Factors 

2. Rupert, A. H. Haptic solution to directed energy threats. NATO RTO HFM Symposium on 
"Countering the directed energy threat: Are closed cockpits the ultimate answer?", Antalya, 
Turley, 26-28 April 1999. RTO-MP-30, AC/323(HFM)TP/10 (1999) 

3. Raj, A. K., McGrath, B. J., Rochlis, J., Newman, D. J., and Rupert, A. H. The application of 
tactile cues to enhance situation displays. 3rd Annual Symposium and Exhibition on 
Situational Awareness in the Tactical Air Environment, Patuxent River, MD, 77-84 (1998) 

4. Raj, A. K., Suri, N., Braithwaite, M. G., and Rupert, A. The tactile situation awareness 
system in rotary wing aircraft: Flight test results. NATO RTO HFM Symposium on "Current 
aeromedical issues in rotary wing operations", San Diego, USA, 19-21 October 1998. RTO- 
MP- 19 (1998) 




Scaleable SPIDAR: A Haptic Interface For 
Human-Scale Virtual Environments 



Laroussi Buoguila, Masahiro Ishii, and Makoto Sato 

P&I, Tokyo Institute of Technology 
4259 Nagatsuta, Midori ku, 226-8503 Yokohama - Japan 

^^roussi0^i^^itech^^c^j^ 



Abstract. The paper aims to present a new human-scale haptic device for 
virtual environment named Scaleable-SPIDAR (Space Interface Device for 
Artificial Reality), which can provides different aspects of force feedback 
sensations, associated mainly with weight, contact and inertia, to both hands 
within a cave-like space. Tensioned string techniques are used to generate such 
haptic sensations, while keeping the space transparent and unbulky. The device 
is scaleable so as to enclose different cave-like working space. Scaleable- 
SPIDAR is coupled with a large screen where a computer generated virtual 
world is displayed. The used approach is shown to be simple, safe and 
sufficiently accurate for human-scale virtual environment. 



1 Introduction 

The uses of high quality computer-generated imagery, auditory and interactive scenes 
have recently been applied to many cave-like virtual environments. Accurate 
simulations and graphical display of these virtual environments are being used to 
impart users with realistic experiences. As well as, to provide a more comprehensive 
understanding of specific problems. However, visual and auditory cues alone do not 
allow the user to clearly perceive and understand physical interactions such as contact, 
pressure and weight. The impoidance of such sensory modality in viiTual workspace 
had already been showed in many researches. To create an immersible human-scale 
viiTual environment, the ability to interact physically with virtual environment, as well 
as the full and direct use of both hands are indispensable to control over objects and to 
develop a physical skill. However, to provide such capability of perception and action 
in a human-scale virtual environment, usually some mechanical equipment attached to 
a stationary ground as well as to the operator's body are required (Salisbury 1992). 
This direct contact between hard equipment and operator limits the range of 
movement and may occlude the graphical display. As well, the weight and the bulk of 
the mechanical attachments are clearly perceived by the operator, figure 1 . Although 
GROPE-project (Brooks, 1990) may be the most famous human-scale virtual 
environment systems with force display. Yet, most of the current haptic devices are 
designed for desktop usage and display force feedback to only one hand. Unlike video 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 182-193, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



Scaleable SPIDAR: A Haptic Interface For Human-Scale Virtual Environments 



183 



and audio, force information is very difficult to send through air. To form a 3D force 
at a certain point, say point A, lead a “hard” mechanical device from a “force source” 
to point A may be the only “simple” and precise way. If A is moveable, then the force 
display device will become much more complicated in structure compared with video 
and audio display. Particularly, when the virtual environment workspace becomes 
larger, that is the point A may go far away from the force source, the haptic device 
structural strength needs to be enhanced to keep the precision. 




Fig. 1. Typical mechanical attachment. 

This enhancement usually makes the whole system bulky, heavy and expensive, as 
well limits the user’s moving freedom. On the other hand, the machinery based forces 
displays are usually low dynamic performance. In a mechanical system, the dynamic 
performance is mainly decided by system’s weight and moment of inertia. As the 
haptic devices in human-scale virtual environment are heavy, they would have lower 
dynamic performance than the ones in a relatively small system, desktop devices. 
Unfortunately, the task in large working space tends to need higher moving speed and 
bigger acceleration. How to balance precision and dynamic performance? While 
improving both of them are the key points to realize usable and accurate force display 
in human-scale virtual environment. 

We propose a new approach, based on tensioned string techniques, to display force 
feedback sensation on both operator's hands in a large space. While allowing smooth 
movement and keeping the space transparent. 

In the next sections, we explain the features of Scaleable-SPIDAR. A trial system 
was developed and tested through experiments. Additionally, an application was 
developed to evaluate the profitability of our device. In the last section, the remaining 
problems are discussed. 




184 



Laroussi Buoguila, Masahiro Ishii, and Makoto Sato 



2 Concept of Scaleable-SPIDAR 

The device is derived from the original desktop SPIDAR device, which was 
introduced late in 1990 by Makoto Sato et al (Ishii 1994). As shown in figure 2, 
Scaleable-SPIDAR is delimited by a cubic frame that enclose a cave-like space, where 
the operator can move around to perfonu large scale movements. The experimental 
prototype is 27m^ size (3m x 3m x 3m). Within this space, different aspect of force 
feedback sensations associated mainly with weight, contact and inertia can be 
displayed to the operator’s hands by means of tensioned strings. The front side of the 
device holds a large screen, where a computer-generated virtual world is projected. 
Providing such a combination of haptic and visual feedback cues is indispensable to 
lets the operator’s eyes and hands work in concert to explore and manipulate objects 
populating the virtual environment. 



Projector 





Fig. 2. Overview of Scaleable-SPIDAR. 

The device uses tensioned string techniques to track hands position as well as to 
provide haptic feedback sensations. The approach consists mainly on applying 
appropriate tensions to the four strings supporting each fingering worn by the 
operator. The force feedback felt on the operator’s hand is the same as the resultant 
force of tension from strings at the center of the fingering; next subsection gives more 
detail about forces and position computation. In order to control the tension and 
length of each string, one extremity is connected to the fingering and the other end is 
wounded around a pulley, which is driven by a DC motor. By controlling the power 
applied to the motor, the system can create appropriate tension all the time. A rotary 





Scaleable SPIDAR: A Haptic Interface For Human-Scale Virtual Environments 



185 



encoder is attached to the DC motor to detect the string’s length variation, Figure 4. 
The set of DC motor, pulley and encoder controlling each string is fixed on the frame. 



2.1 Force Control 

Scaleable-SPIDAR uses the resultant force of tension from strings to provide force 
display. As the fingering is suspended by four strings, giving certain tensions to each 
of them by the means of motors, the resultant force occurs at the position of the 
fingering, where transmitted to and felt by the operator’s hand. 

Let the resultant force be f and unit vector of the tension be U- {i=0,l,2,3), 
figure 3, the resultant force is: 

3 

/ ! # a. u. (a; VO) 

/ ! 0 

Where a, represents the tension value of each string. By controlling all of the a, the 
resultant force of any magnitude in any direction can be composed. 





Pulley 



'Encoder 



Motor 



Fig. 4. Motor and rotary encoder. 



2.2 Position Measurement 

Let the coordinates of the fingering position be P(x,y,z), which represent in the same 
time the hand position, and the length of the f'' string be /, (i=0, .... 3). To simplify the 
problem, let the four actuators (motor, pulley, encoder) be on four vertexes of the 
frame, which are not adjacent to each other, as shown by figure 4. Then P(x,y,z) must 
satisfy the following equations (Eqs). 

(x 3 af 3 (j 3 af 3 (z 3 af ! /„ 

(x %fl)" 3 {y Voaf 3 (z 3 af ! /" 



( 1 ) 

( 2 ) 




186 



Laroussi Buoguila, Masahiro Ishii, and Makoto Sato 



(x Voaf 3 (j 3 af 3 (z Voaf ! I 



r2 

2 



(3) 



(x 3 af 3 {y Voaf 3 (z %«)" ! f 



(4) 

















Fig. 5. Position measurement. 



After differences between the respective adjacent two equations among equation 
(l)-(4) and solve the simultaneous equations, we can obtain the position of a fingering 
(hand) as the following equation (5): 



3 Experimental Prototype 

The experimental prototype provides two fingerings to be worn by the operator on 
both hands, Figure 6. The fingerings are made of light plastic material and the size can 
fit to any operator. As well, this small device leaves the hand free and easy to put on 
and off. Although the operator can wear the fingering on any finger, middle finger is 
most recommended. The bottom of this finger is close to the center of hand, and the 
force feedback applied on this position is felt as being applied to the whole palm. To 
provide the appropriate tensions and lengths of the strings, a personal computer (PC) 




8a 



(5) 



Scaleable SPIDAR: A Haptic Interface For Human-Scale Virtual Environments 



187 



is used to control an 8-bits D/A, A/D converter and a VME bus, which control 
respectively the currents entering the motors and detect the changes occurred on each 
rotary encoder. The PC is connected to a graphics workstation that provides a real- 
time video image of the virtual world. Figure 7 shows the apparatus of the prototype. 





Fig. 6. The fingering pointer. 



Fig. 7. Apparatus of Scaleable-SPIDAR. 



Performance of Scaleable-SPIDAR 

Position Measurement Range: the coordinates origin are set to the center of the 
framework. The position measurement ranges of all x, y and z in [-1.50m, +1.50m]. 
Static Position Measurement Error: the absolute static position measurement errors 
are less than 1.5cm inside the position measurement range. 

Force Feedback Range: within the force displayable sphere (Cai 1996), force 
sensation range is from 0.005A (minimum) to 30N (maximum) for all directions. 
System Bandwidths: 

Video: 10 ~ 15 Hz 
Audio: 22 kHz (stereo) 

Position measurement and force display: > 1200 Hz (depends also on hardware 
installation) 

Comparison With Other Haptic Devices: the next tabular shows the performance 
of Scaleable-SPIDAR compared with two other well-known force display devices, 
PHANToM (Sensable.com) and Haptic-Master (Iwata 1990). 




188 Laroussi Buoguila, Masahiro Ishii, and Makoto Sato 



Table 1. Comparision with other haptic devices. 



Hantic device 


Work space 
(cm) 


Position 

resolution 

(mm) 


Peak force 
(kgf) 


Inertia 

(gf) 


Haptic Master 


40x40x40 


0.4 


2.1 


220 


PHANToM 


20x27x38 


0.03 


0.87 


75 


Scaleable-SPIDAR 


300x300x300 


15 


3.0 


50 



4 Experiments and Application 

In this section, the implementation of a haptic feedback experience with Scaleable- 
SPIDAR and an evaluation application are described. 



4.1 Experiments 

An investigation is carried to state the feasibility and the effect of the Scaleable- 
SPIDAR’s force feedback on an interactive task. As “Space-Pointing” movements are 
considered as basic operations in any virtual reality applications and they are expected 
to be performed accurately within the minimum of time, a pushing button task was 
simulated to study how perfectly the operator can perform this task with and without 
force feedback. The operator is provided with a virtual flat wall, where five 
hemisphere shaped buttons are fixed on it; one of them is lighted red and the others 
are green. A graphical representation of the hand is displayed to give visual feedback 
cues. The apparatus of the setting is presented in figure 8. The operator is asked to 
move his hand on the top of the red button and push it to a certain deep. If he 
succeeds, an audible bell is displayed and the red button changes to green while the 
next green button is lighted up to red. The order is the same as writing the letter “Z”. 
The times spent from a button was lighted up to red until it is successfully pushed are 
recorded as ’’Task Times” (TTs) under the following conditions: 

Condition 1: Visuai Cues Oniy: in this condition, the operator is only able to get 
visual feedback cues, force feedback information is not available; hence, operator's 
hand can pass through the buttons and the wall. 

Condition 2: Visuai and Force Feedback Cues: in this case the operator can feel 
force feedback when his hand comes into contact with the wall or any of the button. 
The spherical shape of the buttons and the flatness of the wall are haptically 
perceived. 





Scaleable SPIDAR: A Haptic Interface For Human-Scale Virtual Environments 



189 




Fig. 8. Space pointing task. 

Condition 3: Force Feedback Cues Oniy: after the operator has remembered the 
buttons’ positions in his mind, the hand’s visual feedback cues are disabled; thus the 
operator can not “see” the position of his hand in the simulated scene. That is he do 
not know whether his hand is moving close to the button or not, but only “feel” force 
feedback reactions when the hand runs over the virtual wall or the buttons. 

Four right-handed subjects participated in the experiment, including two of the 
authors. None of them reported any haptic deficiencies. Although it was not necessary 
for the experiment, all subjects were familiar with haptic devices and virtual 
environment. Each subject was told about the three different conditions and the task to 
be performed. There was three different sessions of trials for all subjects. In each 
session the red button should be pushed successfully 40 times. Before any session a 
short time of practice was given. 



4.2 Results 

TTs’ means and variances are presented in figure 9 under the different conditions. 
When force feedback is available together with visual information. The “push button” 
task can be perfomied faster and only cost about 65% of the time needed for the 
“visual feedback only” condition. At the mean while, after plenty of practice even 
with the “force feedback only” condition, the user can still finish the “push button” 
task faster than the “visual feedback only” condition. This is because after practices, 
and by trials the operator has remembered the space positions of the buttons and can 
quickly move his hand toward the red button since the order is fixed and previously 
known. 




190 Laroussi Buoguila, Masahiro Ishii, and Makoto Sato 




Fig. 9. Mean task time of the different conditions. 



It was found also, that in condition 1 80% of the TTs is devoted exclusively to push 
the button, whereas only 20% of the TTs is needed for positioning the hand in front of 
the red button. Nearly the opposite situation is present for trials done under condition 
3, where 30% of the TTs is devoted exclusively for the pushing task and the other 
70% of times are used to localize the targeted button. Also, as it can be seen from 
figure 9 that, the TTs variance are smaller when force feedback is available. 

The difference of time spending in both condition 1 and 3 is significant. In the 
former one subjects have mainly a lack of depth perception, but good navigational 
performance. The later condition shows better capability of manipulation and 
interaction with objects, although the navigation is slow. The combined influence of 
visual and haptic modalities has a clear effect on the subject’s performance in the 
second condition. 

As conclusion, Scaleable-SPIDAR’s force feedback system is shown to be able to 
improve the interaction with objects. Such haptic capability and enhancement is not 
only desirable but could be indispensable for dexterous manipulation. 



4.3 Experimental Application 

Scaleable-SPIDAR is used to simulate the experience of the basketball’s free throw 
shot, which is considered a skillful action that requires large space to play and where 
the haptic sensation of the ball is crucial to shoot a hoop. Being inside the playing 
space, the operator face a large screen where a 3D basketball’s playground, backboard 
and a ball are displayed. As well, a graphic representation of the player’s hands to 
give a visual feedback cues, figure 10. 



Scaleable SPIDAR: A Haptic Interface For Human-Scale Virtual Environments 



191 




Fig. 10. Virtual BasketBall game. 



In order to control the ball and perceive haptically its weight and shape, the player 
has to wear the two fingering on both hands. As the player start moving inside the 
frame the system tracks the hands’ position, and when they come into contact with the 
virtual ball appropriate forces are displayed, such as its weight. If the player doesn’t 
held tight enough or open her/his hands, the ball will fall down and bounds on the 
floor. After making a shot, the ball begins a free falling movement determined by the 
hand's velocity and orientation while freeing the ball. If the ball doesn't go through the 
hoop, it may rebound from the backboard, basket's ring or objects surrounding the 
playground. The virtual ball is designed 40c« in diameter and weights 300g. 

To show the force feedback effectiveness in such skillful operation, we asked two 
users to play this game, while recording the distance between their hands. Two 
sessions was organized, one with force feedback, that is the user felt haptically the 
spherical shape of the ball as well as its weight. And a second session, where only 
visual feedback cue is provided. The results of this experiment is shown by figures 
Hand 12. The horizontal axes show the time and the vertical show the distances 
between the two hands. Time spent for each trial is devised into three parts. Part A 
where the user is trying to catch the ball. Part B is when the ball is hold by the user. 
During this part the user start first by ensuring the fact of holding a ball (Bl), this part 
is still characterized by some vibrations due to user’s behavior as well as software 
optimization. Then the user brings his attention to the backboard and aims the hoop 
(B2) and finishes this part by throwing the ball toward the basket (B3). At last in part 
C the hands become free again. 




192 Laroussi Buoguila, Masahiro Ishii, and Makoto Sato 




Fig. 11. Distance between the two hands with force feedback. 

The part to which we are interested is B2, where there is a direct and full contact 
between the virtual ball and user’s hands. As the figures 9a-b show, the distance 
between the two hands is more stable when force feedback is displayed. In this case 
the user unintentionally does not think about the ball, instead he is concerned about 
the game and his skills to shoot a hoop. Without force feedback, the user cannot easily 
keep his hands in right distance to hold the ball. The only thing he can do while 
holding a ball, is to keep looking whether or not his hands are deep inside the ball. 




Fig. 12. Distance between the two hands without force feedback. 



Other results of this interactive experience showed that, with force feedback 
sensation the player improve considerably his performance of scoring up to 60% 
better than throwing the ball without force feedback. Haptic sensation is revealed to 
be indispensable to show the real skills while manipulating virtual object. 



Scaleable SPIDAR: A Haptic Interface For Human-Scale Virtual Environments 



193 



5 Discussion and Conclusion 

Tensioned strings techniques are used to realize force feedback on both hands in a 
large space. Although the approach makes the human scale device very light and easy 
to use as well as safe, it also has some problems. Mainly, the strings may interfere 
with each other if the operator tries to turn around her/himself or cross deeply his 
hands. Actually, this backdrop is inevitable for any system using direct contact 
attachment with the operator to generate force feedback. Another problem, that was 
partially improved by (Cai 1996) but still remain, occurs when the operator moves 
her/his hands with a very high speed. This kind of movement makes the string no 
longer straight and causes a length miscalculation, which affects the precision of 
hands’ position. 

The concept of the Scaleable-SPIDAR is new and unique and it offers possible 
application in a wide variety of fields. Its main features, are the ability to display 
different aspects of force feedback within different size cave-like space without visual 
disturbance; As well, the device is not bulky, and easy to use; Another distinguishing 
characteristic of Scaleable-SPIDAR, is that the operator does not think in terms of 
manipulating an input device, instead he has a full and direct use of his hands. 

Recently we are investigating the use of scaleable-SPIDAR in a visual-less virtual 
environment, that is to explore what can be accomplished within an “invisible” but 
audible and tangible virtual environment. Such system has a great deal of interest in 
building new computer interfaces for blind persons. 



References 



Brooks, F.P., Young, M.O., Batter, J.J., and Kilpatrick, P.J. (1990)” Project GROPE- Haptic 
Display for Scientific Visualization” Computer Graphics, Proc. ACM SIGGRAPH’90, 
Vol.24, No4, pp. 177-185. 

Cai Y., Ishii, M., and Sato, M. “Position Measurement Improvement on a force Display Device 
Using Tensioned Strings”. lEICE TRANS. INF. &SYST. Vol. E77-D, N“6 June 1996. 

Hirata Y., Sato, M., and Kawarada, H."A Measuring Method_o£FIn 2 e^^osition_Jn_^irto 
Work Space" Forma, Vol. 6, No.2, pp.l71-179(1991)|itt£7/wwW;Sensablexom/£roducthtnJ 
Ishii, M., and Sato, M. 1994a, “A 3D Spacial Interface Device Using Tensioned Strings,” 
Presence-Teleoperators and Virtual environments, Vol. 3. No 1, MIT Press, Cambridge, Ma, 

pp. 81-86 

Iwata, H.: "Artificial Reality with Force-Feedback: Development of Desktop Virtual Space 
with Compact Master Manipulator," (Computer Graphics), 24(4), 165-170(1990) 

Salisbury, J., and Srinivasan, M. 1992, “Virtual Environment Technology for Training 
(VETT)” BBN Report No 7661, VETREC, MIT, Cambridge, MA 



The Sense of Object-Presence with 
Projection- Augmented Models 



Brett Stevens and Jennifer Jerrams-Smith 

Department of Information Systems, University of Portsmouth 
1-8 Burnaby Road, Portsmouth, Hampshire, UK, POl 3AE 
{brett . Stevens , j enny . j er rams -smith }0 port. ac.uk 
: / /WWW .^t^^I^port . ac^mjkU~£t^^ | 



Abstract. Projection-augmented models are a type of non-immersive, 
coincident haptic and visual display that uses a physical model as a three 
dimensional screen for projected visual information. Supporting two sensory 
modalities consistently should create a strong sense of the object’s existence. 
However, conventional measures of presence have only been defined for 
displays that surround and isolate a user from the real world. The idea of 
object-presence is suggested to measure ‘the subjective experience that a 
particular object exists in a user’s environment, even when that object does not’. 
This definition is more appropriate for assessing non-immersive displays such 
as projection-augmented models. 



1 Introduction 

Virtual reality was originally conceived as an advanced human-computer interface 
that immersed a user within a realistic three-dimensional environment [12]. However, 
this form of immersive virtual reality requires expensive equipment and can have 
negative side effects for a user [2]. Therefore, it has been suggested that virtual 
reality should be redefined as any “advanced human-computer interface that 
simulates a realistic environment and allows participants to interact with it. ” [8]. 

This definition includes non-immersive displays such as conventional computer 
monitors as well as projection-augmented models. This prototype display uses a 
physical model to act as a three-dimensional screen for projected visual infomiation. 

One of immersive viifual reality’s key benefits is its ability to induce a sense of 
presence, defined by Witmer & Singer [14] as the “subjective experience of being in 
one place or environment, even when one is physically situated in another'\ 
However, this paper suggests an alternative definition for presence that is more 
appropriate for non-immersive displays. 



2 Object-Presence 

Witmer and Singer [14] state that presence in a virtual environment is dependent on 
immersion and involvement. Whilst Slater and Wilbur [11] suggest that one of the 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 194-198, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



The Sense of Object-Presence with Projection-Augmented Models 



195 



key components of immersion is the extent to which a virtual environment surrounds 
the user. However, a virtual environment is constructed from objects, which permits 
the definition of presence to be re-written as “the subjective experience of being co- 
located with a set of objects, even when one is physically not in such a situation^". If 
this definition is used, the implication that the user should be surrounded, inherent in 
the concept of environment, is replaced with the idea that a user should have a feeling 
of being ‘with’ an object. 

Considering the other components of immersion as suggested by Slater and Wilbur 
[11]. The quality of a display {vivid), the range of sensory modalities {extensive) and 
the correspondence between the user’s actions and displayed information {matching) 
are all aspects of how naturally a display supports a user. These components are not 
unique requirements for immersive displays. Indeed the only other factor unique to 
immersion apart from the ability to surround a user, is the extent to which a user is 
removed from reality {inclusion). Thus the difference in presence between immersive 
and non-immersive displays results from a display surrounding and isolating a user. 
However, some tasks do not require the user to be surrounded or isolated. 



"Real World" 




"Real World" 


Virtual 

Environment 

Q 








V.E. 




^fcser 






User 













Fig. 1. Presence and Object-Presence. 

Presence forms an important subjective measure of a user’s virtual experience, 
although it is only useful in relation to performance [3]. It is assumed that the more 
natural the display feels, the greater its usefulness [9]. This naturalness may better 
enable a user to utilize ‘real-world’ skills in a virtual environment although it may 
also help to transfer learning from the virtual environment back into the real-world 
[9]. The conventional definition of presence suggests that non-immersive displays are 
inadequate, even for tasks that do not require the user to be surrounded and isolated. 
Therefore, a new measure is needed to assess presence for non-immersive displays 
that will more closely consider task requirements and how naturally a display supports 
a user. “It is here’’" is the idea that a display medium brings an object or person to the 
user [9]. This idea has only been investigated for conventional television programmes, 
where it assesses the belief that the actual object being displayed exists within the 
television set. However, this concept can be extended to provide a measure for non- 
immersive displays where the object appears to be in the user’s physical environment, 
instead of inside the display. 



196 Brett Stevens and Jennifer Jerrams-Smith 



Following the style used by Witmer and Singer [10], “the subjective experience 
that a particular object exists in a user’s environment, even when that object does not” 
will be termed ^object-presence". This definition does not distinguish between real or 
virtual environments although in the context of immersive virtual reality, object- 
presence and presence would be interdependent. More interestingly though, is the 
subjective experience that an object exists in the real world. This can be thought of as 
a special case of virtual reality, where the user is co-located with a virtual 
environment (Fig 1). Presence and object-presence have a close relationship. Both 
have been conceptualised as types of transportation [9] where the user is either 
transported to the virtual environment or the virtual environment is transported to the 
user. This sense of object -presence is an important element for projection-augmented 
models. 



3 Projection-Augmented Models 

Conventional virtual reality displays have the potential to present dynamic three- 
dimensional objects, although they have a number of disadvantages. To support most 
physiological depth cues, and hence increase realism and scene depth, a user’s “point 
of view” needs to be determined with some form of tracking device. This information 
is used to create and present an appropriate image for each eye although, because two 
images are presented, special glasses are needed to filter out the incorrect image [7]. 
To present the correct perspective information to each simultaneous user requires 
multiple sets of these devices, which can prove costly in terms of equipment, 
processing power and time [1]. Presenting haptic information is also a problem as the 
facilitating devices are generally low resolution or tend to either occlude the visual 
display or present the haptic information in a different spatial location [4]. An 
alternative solution would be to physically create the object under investigation, or for 
large objects a detailed scaled model. Although this would be expensive to create and 
difficult to modify, it would allow multiple simultaneous users to receive high- 
resolution visual and haptic information from any perspective [10]. 

Projection-augmented models are a hybrid of these techniques where a simplified 
physical object acts as a three dimensional screen for a matching graphical model 
projected onto its surface [10]. The visual image can be altered easily like a 
conventional display but, because it is presented on the surface of a physical object, 
all physiological depth cues are supported for multiple users. The physical object can 
also be touched, which should provide coincident haptic and visual information, a 
sense that “what you see is what you feel”. Supporting two sensory modalities 
consistently should create a strong sense of palpability, or awareness that the object 
exists [5], and hence a strong sense of object-presence. However, if the visual and 
haptic information is not consistent, for example if the visual information does not 
relate to the object’s surface but to its inner workings or surrounding atmosphere, it 
will cause an intersensory discrepancy. This may result in either the visual, or haptic, 
information being ignored or in some cases, the incongruous information may be 
combined to create an inaccurate representation of the object [13]. 




The Sense of Object-Presence with Projection-Augmented Models 



197 




Fig. 2. “Table-top Spatially Augmented Reality” [10] and “The HapticScreen” [6], 

The physical model could either be a static surrogate object [10] or a dynamically 
deforming physical simulation [6]. Both of these examples use relatively low- 
resolution objects although the projected image provides a more realistic visual 
representation of the object’s surface (Fig 2). In this context, object-presence is a 
measure of how much the presented object seems to exist, i.e. the combination of 
physical and visual information, not the existence of the physical object alone. 



4 Summary 

Projection-augmented models offer a unique method for presenting visual and haptic 
information in the same spatial location. The visual information is projected onto a 
physical model which supports the ability to touch the object under investigation [10] 
and allows multiple simultaneous users to view it stereoscopically, without the need 
for head-tracking or stereoscopic glasses. Although only at the prototype stage, both 
static [10] and dynamic [6] models should allow a user to naturally access 
information. 

One of the measures applied to a virtual reality display is the extent to which a user 
feels present. Linked to the idea of a display supporting the user in a “natural” way, 
it is assumed that the more natural the display feels the greater its usefulness [9]. This 
naturalness may enhance a user ability to utilize ‘real-world’ skills in a virtual 
environment although it may also help to transfer learning from the virtual 
environment back into the real world. The conventional definition of presence 
requires a user to be isolated from the real world and surrounded with a virtual 
environment. Although this definition is appropriate for some tasks, others do not 
require the creation of an entire environment. 

Non-immersive displays can provide a realistic natural stimulus to a user even 
though they have a limited field of view. The idea of object-presence is suggested to 
measure the extent to which information presented with a non-immersive display 
seems natural to a user. This concept replaces the feeling of being surrounded by an 
environment with the sense of being co-located with a collection of objects. This is 
more applicable to non-immersive displays and should provide an interesting measure 
for use with projection-augmented models. 





198 Brett Stevens and Jennifer Jerrams-Smith 



Projection-augmented models support nature interaction modes and should create a 
strong sense of object-presence. Future work includes the need to identify a measure 
of object-presence that is applicable to projection-augmented models and to determine 
if a link between task performance and object-presence exists. 

Acknowledgments 

We thank Miss Amanda Brightman, Dr David Callear, Dr Steve Hand and Dr David 
Heathcote for their comments and suggestions. 

References 

1. Agrawala, M. et al.: The two user responsive workbench: Support for collaboration through 
individual views of a shared space. In: Proceedings of SIGGRAPH'97: Computer Graphics 
Proceedings, Annual Conference Series. Los Angeles, California: USA. ACM Press, (1997) 
327-332. 

2. Cobb, S.V.G., Nichols, S., Ramsey, A., and Wilson, J.R.: Virtual Reality-Induced 
Symptoms and Effects (VRISE). Presence Teleoperators and Virtual Environments, (1999) 
8(2), 169-186. 

3. Ellis, S.R.: Presence of mind: A reaction to Thomas Sheridan's "Further musings on the 
psychophysics of presence". Presence Teleoperators and Virtual Environments, (1996) 5(2), 
247-259. 

4. Henderson, A.: The nanoManipulator. (1999). Available from 
^ttp7^^wxsmnae^/Rese^h/na^( Accessed: 30 November 1999). 

5. Hinckley, K.: Haptic issues for virtual manipulation. Unpublished doctoral dissertation. 
University ofVirginia (1996). 

6. Iwata, H.: HapticScreen. In: Proceedings of SIGGRAPH'98: Conference Abstracts and 
Applications. Boston, Massachusetts. ACM Press, (1998) 1 17. 

7. Krueger, W., and Froelich, B.: The responsive workbench. IEEE Computer Graphics and 
Applications, (1994) 14(3), 12-15. 

8. Latta, J.N., and Oberg, D.J.: A conceptual virtual reality model. IEEE Computer Graphics 
and Applications, (1994) 23-29. 

9. Lombard, M., and Ditton, T.: At the heart of it all: The concept of presence. Journal of 

Computer-Mediated Communication, (1997) 3(2), Available from 
[ittpT/Wwwtjscusaorg/jcmc/yoB/i^^ 17 May 2000). 

10. Raskar, R., Welch, G., and Chen, W.-C.: Table-top spatially-augmented reality: Bringing 
physical models to life with projected imagery. In: Proceedings of International Workshop 
on Augmented Reality IWAR'99. (1999) 

11. Slater, M., and Wilbur, S.: A framework for immersive virtual environments (FIVE): 
Speculations on the role of presence in virtual environments. Presence Teleoperators and 
Virtual Environments, (1997) 6(6), 603-616. 

12. Sutherland, I.E.: A head mounted three dimensional display. In: Proceedings of the fall 
joint computer conference (AFIPS). (1968) 33(1), 757-764. 

13. Welch, R.B., Warren, D.H.: Immediate perceptual response to intersensory discrepancy. 
Psychological Bulletin, (1980) 88(3), 638-667. 

14. Witmer, B.G., and Singer, M.J.: Measuring presence in virtual environments: A presence 
questionnaire. Presence Teleoperators and Virtual Environments, (1998) 7(3), 225-240. 



Virtual Space Computer Games with a Floor Sensor 
Control - Human Centred Approach in the Design 

Process 



Jaana Leikas, Antti Vaatanen, and Veli-Pekka Raty 

VTT Information Technology, P.O.Box 1206 
FIN-33101 Tampere, Finland 

Tel. +358 3 316 311 1 

Ija^^eiSs^i^^] ^ntt^aatmen^ivtt ^^eh -pekka.ratv@vtt.fi1 



Abstract. Traditionally computer games are played with a keyboard and a 
mouse or a joystick. The playing relies mainly on visual and auditory senses. 
Tactile or haptic user interfaces and natural movements of the human being, e.g. 
running, are seldom utilised in computer games. The Lumetila project (Virtual 
Space - User Interfaces of the Future) aims at developing a ‘natural’ user 
interface in a computer game where the user uses his body movements to 
control the game. To create an immersive, captivating and highly usable game, 
the development will be carried out in the context and practice of Human- 
Centred Design approach, where the computer game is designed and evaluated 
with end-users in every step of the iterative design process. 



Keywords: Computer games, floor sensors, virtual space, user interfaces, 
human-centred design, usability. 



Introduction 

Traditionally, computer games are played alone, the player against the computer, or in 
a two player game mode. The narration and the plot of the computer games have 
changed only little during the last decades, although effective computers and high- 
resolution displays have added entertainment value to the games. Generally, the game 
user interface still contains a computer with a display and a keyboard, as well as a 
mouse or a joystick as a game controller. At the moment, the development of com- 
puter game controllers is rapid producing advanced ways for controlling computer 
games on the market. Force feedback joysticks and steering wheels are becoming 
controllers in computer games. However, these solutions still rely on the old way of 
controlling the game by using mainly one’s hands and fingers. 

Although technology enables already more accurate and more versatile sensors for 
recognising body movements of the players, only few computer games to make use of 
this technology have been developed. 

The Lumetila project aims at exploring how people can, and how willing they are, 
to use their own body to control a computer game, and how they can interact with the 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI 2000, LNCS 2058, pp. 199-204, 2001. 
© Springer-Verlag Berlin Heidelberg 2001 



200 Jaana Leikas, Antti Vaatanen, and Veli-Pekka Raty 



computer game and with other players by moving around in a room. Our approach is 
to weaken the boundaries between the room surrounding the players and the inter- 
active virtual space. With effects equipment and computer software we will create 
new immersive virtual spaces (Fig. 1). 




Fig. 1. Visualisation of the Lumetila - Virtual Space 
(image by Tiina Kymalainen, VTT Information Technology). 



The Design Process 

There are several methodologies and different methods to carry out the design work. 
We chose the Human-Centred Design (HCD) approach to the Lumetila design. This 
approach aims at utilising the opinions of the end-users of the product as efficiently as 
possible in different stages of the development process. According to the approach, 
people who develop new applications have continuing co-operation with potential 
users of the new solution. Thus, the application is designed and tested with users in 
every step of the iterative design process in order to enable a highly functional and 
usable outcome of the system. 

In line with the ISO 13407 standard (Human-Centred Design Processes for Inter- 
active Systems) the key aspects in our design process have been: 1) appropriate 
allocation of function between the user and the system, 2) active involvement of users, 
3) iteration of design solutions, and 4) multi-disciplinary design team. 

There is a range of different methods and techniques that can be used to achieve the 
goals of human-centred software development. The tools that have been applied 
within industry are e.g., planning, ISO standards, expert-based evaluation and inspec- 
tion, early prototyping, usability performance evaluation, and subjective assessment. 
These techniques were, however, not seen suitable as such for the Lumetila design. As 
in every software solution, also in the Lumetila solution the user interface is the most 



Virtual Space Computer Games with a Floor Sensor Control 



201 



critical part: it is the part of the system, which gives feedback and creates experiences 
to the user. Furthermore, in the Lumetila project the main aim is to create a totally 
new type of a user interface and to study its applicability in a game solution. Thus, to 
create our own method to user interface design when adapting the HCD approach was 
seen the most profitable way to come up with new, innovative ideas and to design an 
immersive, captivating and highly usable game (Fig. 2). 




Context of Use 
& 

User Requirements 




Fig. 2. The Fluman-Centred Design Process and Approach of the Lumetila project. 

In the Lumetila project the HCD process has been twofold: 

1 . State-of-the art survey on experiences of computer game user interfaces as well as 
experiences on using the space or one’s own body as a user interface in a game or an 
artwork. 

2. Participatory evaluation; The potential end-users participate in the development 
process by carrying out scenario-based design together with the developers of the 
solution, evaluating the scenario-based storyboard, and testing the Lumetila prototype 
in Lumetila environment. 











202 Jaana Leikas, Antti Vaatanen, and Veli-Pekka Raty 



Focus Areas 

During the state-of-the art survey, the project concentrated on 5 focus areas that gave 
input to the design work. These focus areas, tightly connected to each other, were 
Game User Interface, Space User Interface, Body User Interface, Ergonomics and 
Safety, and Usability. In the area of Game User Interface, different games were used 
as a point of view when studying new ways for human-computer interactions. 
Concerning the Space User Interface, the project examined questions around user’s 
possibilities to interaction, navigation and experience in many artistic installations and 
different free time applications known e.g., from amusement and science parks. In the 
area of Body User Interface, different interface solutions and ideas and their adequacy 
to the Lumetila prototype contexts were studied. Concerning Ergonomics and Safety, 
the project concentrated on risk analysis and safety level definition. The Usability area 
gave input to planning and evaluation of usability issues. 



Scenario-Based Design 

To generate design ideas, user requirements and usability goals, a basic method in 
Lumetila project has been Scenario-Based Design. The created scenarios were 
fictional stories of the Lumetila prototype, including the Virtual Space environment, 
the players and their desired activity, the events and the effects. They were also used 
as a tool for modelling user activity as well as planning and carrying out usability 
evaluation. The Lumetila project team created different genres for the Lumetila 
prototype in order to give input to the scenario work and the selection of the final 
scenario. The final scenario, which was based on the Group Balance genre, supports 
the idea of teamwork and interaction between the players. The players interact in the 
game by changing their position as a group on the floor, e.g., by running together to 
certain direction in the room. 



Storyboard 

The storyboard was created based on the scenario. It was evaluated in two sessions: 
The first evaluation was carried out as a pluralistic walk through with 20 school 
children who gave their opinions on the plot and the characters. Secondly, the 
storyboard was given to 19 families via Internet. After familiarising themselves with 
the storyboard they answered questions concerning the plot, the characters, and their 
interests in computer games in general. The storyboard was amended according the 
feedback from the user tests. 



LumePong as a Test Game 

The LumePong game (Fig. 3) was created in order to test the functionality and 
relevance of the planned user interface of the Lumetila prototype. The technical 
environment to be used in the Lumetila prototype, especially the floor sensors and the 
player recognition, was tested with the users. The Virtual Space for the game was 
created at the Usability Laboratory of VTT Information Technology. 




Virtual Space Computer Games with a Floor Sensor Control 



203 




Fig. 3. A screen shot of the LumePong game. The player controls the grey ‘racquet’ and tries 
to hit the ball by moving his body. 

The LumePong game is based on the well-known Pong game. In our virtual space 
version there is a real time 3D graphics environment where the player controls a 
‘racquet’ by moving around on the floor. The floor has pressure sensors for 
recognising the player’s movements: when a player goes forward, the ‘racquet’ goes 
up, when he moves backwards the ‘racquet’ goes down, and so on. 



Findings 

The HCD process and the chosen design methodology proved to be a practicable way 
to design the Virtual Space Game. Our approach focuses on a multi-disciplinary 
working method, which actively keeps in view the valuable opinions of the different 
members in the design group. It also efficiently allows the voices of the end-users to 
be heard in the very beginning and throughout the design process. 

The project group found scenario-based design an appropriate and motivating 
method for the game design. The storyboard of the Lumetila prototype was created 
through many vibrant phases in the scenario building process. 

To compare the differences and the similarities of the Lumetila idea to other virtual 
reality systems as well as to computer games’ narrative, proved to be a good working 
method. Through this we could envisage the possible problems when designing 
Lumetila on the basis of earlier virtual reality systems or computer games’ narrative 
and style. All the foundings were consoling. 

As well as the floor sensor system, a real-time 3D graphics engine and special 
effects devices are essential factors in creating the immersion and experience in the 
Virtual Space. The room for the Virtual Space is equipped with a 3D sound system 
and light effect devices. The fact that the players need not wear any virtual reality 
devices, e.g., data glasses or gloves, helps creating a total immersion, as well as 
starting the game and acting as a group. 



204 Jaana Leikas, Antti Vaatanen, and Veli-Pekka Raty 



Future Work 

Based on the positive findings of the scenario work and the LumePong evaluation, 
VTT Information Technology will continue to develop the Lumetila prototype 
together with its partners. The Lumetila prototype will be a location-based entertain- 
ment game suitable for people of all ages. It will not require any special skills to play 
it: using one's own body as a controller of the game will be the main factor in the 
game. 

To carry on the iterative HCD process, also the Lumetila prototype will be 
evaluated in the Virtual Space room, described earlier, by usability experts (heuristic 
usability evaluation) and potential end-users. The evaluation results will be brought 
into the development work. One of the most interesting factors to be evaluated will be 
how well the Lumetila prototype will meet the original challenge of our design work: 
do we succeed in creating an interactive natural environment with a shared experience 
between the players. 

Acknowledgements 

In the Lumetila project VTT Information Technology works in collaboration with 
Cube Ltd., Nokia Research Center, Tampereen Sarkanniemi Ltd., and the University 
of Lapland. Tekes, the National Technology Agency, co-funds the project. We like to 
thank all the project participants. 

References 

1. Bevan and Macleod: Usability measurement in context. Behaviour & Information 
Technology, 1994, VOL. 13, NOS. 1 and 2 (1994) 132-145 

2. Bias, R.G.: The Pluralistic Usability Walkthrough Coordinated Emphathies. In: Nielsen, J., 
and Mack, R. (eds.): Usability Inspection Methods. John Wiley and Sons, New York, NY 
(1994) 

3. Daly-Jones, O., Bevan, N., and Thomas, C.: Handbook of User-Centred Design. Telematics 
Applications Project IE 2016. European Usability Support Centres. Information 
Engineering Usability Support Centres (1997) 

4. ISO 13407. Human-centred design processes for interactive systems. International 
Organization for Standardization (1999) 

5. Johnson, P.J.: Human Computer Interaction: psychology, task analysis and software 
engineering. McGraw Hill, London (1992) 

6. Maguire, M.: RESPECT User Requirements Framework Handbook. European Usability 
Support Centres. Requirements Engineering and Specification in Telematics (1997) 

7. Nielsen, Jakob.: Usability Engineering. Academic Press, New York, NY (1993) 

8. Nielsen, J., and Mack Robert, L.: Usability Inspection Methods, John Wiley & Sons (1994) 

9. Norman, D. A: Things that make us smart. Addison-Wesley, Reading, MA (1993) 

10. Preece, J.: Human-Computer Interaction. Addison-Wesley (1994) 

11. Rubin, J.: Handbook of usability testing. How to plan, design, and conduct effective tests. 
John Wiley & Sons (1994) 

12. Raty, Veli-Pekka.: Virtual Space - User Interfaces of the Future. VTT Information 




Sensing the Fabric: To Simulate Sensation through 
Sensory Evaluation and in Response to Standard 
Acceptable Properties of Specific Materials when 
Viewed as a Digital Image 



Patricia Dillon*, Wendy Moody’, Rebecca Bartlett^, Patricia Scully^, 
Roger Morgan^, and Christopher James^ 

’Fashion & Textiles, School of Art 
Liverpool John Moores University 
68 Hope Street, Liverpool, LI 9EB 

^ School of Engineering, Byrom Street, Liverpool, L3 3AF 
r .morgan01ivjm. ac.uk 



Abstract. This paper describes initial investigations, primarily from a textile 
and the related industries perspective, in developing and refining current 
fabric/texture simulation and interface design. We have considered the 
interactive possibilities of fabrics within a virtual environment using a simple 
haptic device, a commercially viable computer peripheral - Logitech’s 
Wingman Mouse, which was developed by the Immersion Corporation for two 
dimensional (2D) exploration for the Games industry and desktop web 
navigation. Also, however because a majority of computer users are accustomed 
to using a mouse. The Wingman already has the facility to set up some simple 
mechanical variables to represent some of the more obvious tactile impressions 
in fabrics, e.g. denim for its overall roughness, and corduroy for its repetitive 
bumps. 

The results and issues involved are discussed in this paper. 



Keywords. Textiles and related industries, haptic, fabric, touch evaluation. 



1 Introduction 

The Textiles industry has become increasingly aware of the need to enhance the 
sensory experience when viewing highly tactile images, particularly fabrics, via the 
Internet or using other virtual systems. [1], [2], [3] In order to engage this creative 
sector in fully utilising such a system for observing and working with textiles, for 
example, to communicate, trade, develop ideas across both the clothing and interiors 
sectors within the industry, we need to improve on the present sensory experience. 
Our initial research is focussed on the introduction of the sense of touch to the overall 
experience. [1], [2] 

Haptic technology has presented an opportunity for the textiles and related 
industries to work within a virtual environment, i.e. using haptic interfaces as an aid 



S. Brewster, R. Murray-Smith (Eds.): Haptic HCI, LNCS 2058, pp. 205-217, 2001. 
© Springer- Verlag Berlin Heidelberg 2001 





206 Patricia Dillon et al. 



for viewing, selling, marketing, global communication, manufacturing, education, and 
even the design of textiles and its related products. It also has further favourable 
implications for the consumer, i.e. online shopping. [1], [2], [3] 

Benefits related to a highly visual and tactile industry will include, helping to 
reduce visual and information overload [4], [5], improving performance, time and 
choice, i.e. speedier and improved selection processes in selling fabrics and its related 
products online, within industry or for the consumer. It will allow the industry to 
continue to work effectively as possible within a virtual environment, avoiding 
sensory de-sensitivity in working with their natural instinct to touch. It will therefore 
in theory eventually add value in as much as improving and nurturing the sensory 
system. It may be an auspicious and gratifying concept, but one however that will 
never supersede current activity, especially in its present form. 

The creative, unpredictable, seductive working methods, and minds of textile 
professionals along with their knowledge and experience of fabrics and tactile 
products, offer a challenge to engineering and programming expertise. In particular, it 
is necessary to put quantitative evaluations on various parameters which are widely 
understood in the textile industries, but which are at present mainly qualitative. The 
development of a textiles industry led virtual multi-modal system presents a 
stimulating problem. It demands refinement of texture simulations, which at present 
are often too crude to be convincing. 



1.1 Aims 

The aim of the project is to develop an intuitive multi-modal system for sensing fabric 
through evaluating the criteria involved that will satisfy industry standards and 
expectations. 

What this project hopes to achieve is a definition of what is really essential to 
convey the ‘feel’ of a fabric, together with a set of quantitative or semi -quantitative 
values which can be used as descriptors. Some of these will then be implemented to 
control a haptic interface device. 



2 Methods 



2.1 Touch Evaluation Study 

Sensory evaluation studies of products are often used within various industries to gain 
an understanding of consumer products, and find new ways to improve or market 
them [6], [7], [8], [9]. In the present work a small-scale Touch Evaluation Study of 
five different fabrics has been designed for the Wingman Mouse. Initial 
considerations for the criteria were developed based on existing sensory testing 
definitions set for evaluating handfeel/touch properties, plus some additional 
properties relating to fabrics selected [8]. Numerical values have been assessed for 
tactile parameters according to a new set of semi-quantitative descriptors. In the 




Sensing the Fabric: To Simulate Sensation through Sensory Evaluation 



207 



future this information may in principal be used to refine and regulate the level of feel 
of a virtual fabric in existing haptic interfaces, and in the development of a tailored 
haptic interface and multi-modal system. 

The following qualities were selected for their challenging attributes: 

Narrow Barrel Corduroy:- variable texture, stiffness, repetition of surface, friction 
Jumbo Corduroy:- hairy texture, softness, repetition of surface 
Velvet:- directional pile, softness, silkiness, smoothness 

Random Velvet:- random pattern, variation in depth, distinct surface/colour difference 
Stretch:- multiple-stretch capabilities 

The procedure was developed to allow a restricted form of tactile evaluation which 
would simulate as closely as possible the conditions under which the Wingman mouse 
would be used, i.e. measurements were primarily based on how the mouse is used for 
touching - a two dimensional touch-stroke technique. This procedure is summarised 
below. It is important to note that the evaluator has previous experience with fabrics, 
that she is female, and that the evaluation was carried out in a natural setting, as these 
issues may have affected judgement and results: 

1 . Swatch samples laid out flat on a table and taped down. 

2. Evaluated using clean washed hands. 

3. Evaluation consisted of: visual and touch; touch without sight (blindfolded); 
visual only. 

4. Contact with fabric: up, down; left and right; and diagonal. 

5. An evaluation period of 3 seconds. 

6. Contact was made using all five fingers of right hand, but essentially the three 
middle fingers due to their longer length, and therefore longer contact time with 
the fabric, contact being made primarily at the distal to the finger tip region of the 
fingers. 

Parameters to be addressed are summarised in Table 1. It should be noted that the 
numerical value, though intended to be systematic and quantitative, is on an arbitrary 
scale of value from 1 to 15, e.g. for Roughness, 1 = smoothest and 15 = roughest. 
Results are shown in Fig' s 1, 2, 3, 4, and 5. 




208 Patricia Dillon et al. 




Properties that will require visual/other support to Wingman. 





Sensing the Fabric: To Simulate Sensation through Sensory Evaluation 209 



Figure 1. Corduroy - Small Barrel (100% cotton), Colour: Brown 
End use: Clothing, Furniture Covering 

15- 
10- 



Value 






□ Visual & Touch 
■ Blindfolded 

□ Visual 



ST DR ESR RG LM SFT FZ TP MO Nl SH 
Property 

Figure 2. Corduroy - Large Barrel (1 00% Cotton), Colour: Silver grey and cream 
End use: Furniture covering. Clothing 

15 
10 



Value 



5 - 

0-PH 



lilHilliiJnTl 



HSHMillDBiS 






□ Visual & Touch 
■ Blindfolded 

□ Visual 



ST DR ESR RG LM SFT FZ TP MO Nl SH 
Property 

Figure 3. Velvet (100% Viscose), Colour: Bottle Green 
End use: Clothing, Interiors 



Value 



15 

10 

5-li 

0 



1 fll]llrf^ 



□ Visual & Touch 
■ Blindfolded 

□ Visual 



ST TS RG GR FZ TH Nl DP 
Property 



Figure 4. Random Patterned Velvet (37% Viscose, 63% Acetate), Colour: 
Silver grey and golden brown 
End use: Interior, Furniture covering 



Value 



15- 

10 - 11 - 

5 - 

0 - 






ST DR ESR RG LM 






□ Visual & Touch 
■ Blindfolded 

□ Visual 



SFT FZ 
Property 



TP MO Nl SH 



Figure 5. Stretch Fabric (57% Tactel, 31% Polyester, 12% Lycra) 
End use: Clothing 



Value 




ST DR ESR RG LM SFT 



FZ 



jHiH'llH[in l lLni ,l ll 

TP MO Nl SH 



□ Visual & Touch 
■ Blindfolded 

□ Visual 



Property 






210 Patricia Dillon et al. 



2.2 Programming 

Some touch parameters of fabrics can be identified with simple physical variables. 
Other parameters are more complex and will require more than one variable to define 
them. Table 1 and Fig’s 1, 2, 3, 4, and 5 illustrate aspects of the problems to be 
solved. 

Physical dimensions of the fabrics were measured and then programmed into the 
Immersion software to create the surface touch force-feedback simulation of the 
fabrics. Physical stretch dimensions of the stretch fabric were also programmed in to 
the Immersion software, mimicking the stretch qualities of the fabric. Colour 
mappings a technique used to key textures for the random velvet quality. 

Several issues emerged as relevant to the study, and these are summarised as 
follows. 



3 Results for Discussion 



3.1 Touch Evaluation Study 



During the evaluation process, certain issues arose which affected the 
measurement/judgement of the five fabrics. These are outlined below in Table 2. 

Table 2. Issues affecting measurement/judgement. 



Subject 


Outcomes 


Light reflection (visual) 


Enhanced surface qualities 


Sheamess/stretch eval. 


Clarified structure 


Colour/print/textures 


Distracting, Enhancing, Illusionary 


Movement of fabric 


Enhanced fabric structure and certain properties 


Blindfolded evaluation 


Stronger tactile awareness (Visual and touch 
evaluation was enhanced through experience when 
the evaluator realised this) 


Visual evaluation 


Generally the same sometimes, higher (trans-modal) 


Variable pressure 


Dependent on property, handle 


Reaction/judgement 


Extended evaluation period led to extended natural 
exploration of the fabric and enhanced feelings or 
related emotions and memories 



1 . A time lapse between each category of evaluation needs to be employed to avoid 
any confusion or repetition of results. 

2. The natural environment - lighting, surrounding textures, sound, smell and 
temperature, that can offer different moods and feelings, has an affect on creative 
judgements, and could affect multi-modal focus considerations within a system. A 





Sensing the Fabric: To Simulate Sensation through Sensory Evaluation 211 



controlled clinical setting may be more appropriate for evaluating tactile qualities 
for translating handfeel properties into haptic parameters, however comparisons 
with natural settings would be relevant, especially for natural exploration in a 
natural/normal environment. 

3. Visual perception can distort a subjective property i.e. softness, especially if an 
individual has no previous experience with fabric. 

4. In the fabric structure of the velvet for example, the feel of the pile changes when 
direction of touch changes. In effect the pile has memory. 

5. 'Touch-stroke’ was a limiting method of handle due to the different properties 
requiring evaluation, e.g. sheamess and stretch. 

Fig’s 1, 2, 3, 4, and 5 indicate, primarily due to the evaluator’s experience with 
fabrics, that pure visual evaluation is close to visual and touch evaluation. The natural 
instinct/reflex to touch however provides a sense of reassurance and verifies any 
initial visual or perceptual presumptions. Haptic interfaces will therefore prove to be 
of great importance for handling, viewing and consequently responding to a digital 
fabric or texture in a virtual environment. In the selection or the experience of 
interaction with fabric and textures, various feelings can be prompted, for example 
through touching a wool based fabric, the sense of warmth and comfort it provides 
related maybe to a childs’ ‘security blanket’, toys and teddybears, the mother and 
father figure, a favourite ‘woolly’ jumper, or regional associations e.g. Scotland. The 
emotions and memories that can be stirred, combined with colour and decisions 
regarding its end use, could make the virtual interactive experience further enhanced 
through developing existing multi-modal technologies. 

Those trained in textiles and its related industries, whether male or female, have an 
appreciation and understanding of fabric, its application attributes and market needs. 
Previous tactile evaluation studies have been created by comparing the tactile 
properties with the physical properties in the hope that the tactile/perceptive results 
given by test subjects would correspond with the physical characteristics. It has been 
shown that ‘those who had the relevant experience gave results, which were very 
close [6] This was indeed found also in the above evaluation. 

3.2 Wingman Evaluation 

The analysis concluded that the mouse in its present form does not sufficiently 
represent acceptable tactile responses and handle considerations for the textiles 
industry needs. However it has to be remembered that the Wingman has been tailored 
for the games industry. There are for example irrelevant vibrations travelling through 
the mouse that do not relate to natural touch. Targeted then matched simulation of 
sensations to the essential areas in the hand and fingers would be more suitable for 
feeling textures. 

One of the benefits to the force-feedback facilities within the Wingman device and 
another haptic device, i.e. the PHANTOM, developed by SensAble Technologies, 
allows you to feel stretch fabrics, and weight properties. 

The velvet, stretch and corduroy were relatively successful considering the 
constraints of the software and hardware available. However furry or hairy attributes 
cannot yet be successfully simulated, the dragging and friction facility within the 




212 Patricia Dillon et al. 



Wingman was used which created an illusionary effect. Overall, the fabric 
impressions developed however remain relatively crude. Positive feedback from a 
visually impaired tester however proved that there are great possibilities for the 
visually impaired in the future, i.e. online shopping. The low sensitivity control levels 
within the Immersion software, limited progress. It would be possible however to 
refine fabric simulation further through the availability to translate precise or more 
detailed physical measurements of a fabric's structure, into haptic software. This 
would in theory improve and add to the overall physical feel of the fabric. However 
problems related to file sizes, especially for the Internet may present problems. 

A virtual multi-modal support network for certain properties, (perceptual cues), 
will add to the sensing of the fabric, i.e. the sound of a fabric being touched, with 
accurate display of properties targeted requiring visual, touch and sound parameters. 
Using a system of control mechanisms and fabric memory/behavioural attributes, e.g. 
developing effects like those available in the Wingman: targeting, manipulation, 
dragging, stretching, sliding, pressure-clinging and pressure-scrolling. 

Accurate colour representation, as well as touch, within a virtual environment is 
another integral factor for the textiles industry [1]. The colour palette of a PC or Mac 
is not always the same from one machine to another. In industry there are fixed 
Pantone colours for each season so there is a reference system in place. For the 
consumer and those within industry who rely on pure colour representation, and have 
little time to waste cross-referencing, it remains a major problem. Sensing the ‘feel’ 
of colour may enhance the experience and provide a new approach to colour in a 
virtual environment. 

3.3 Effective Evaluation of Properties 

Through the evaluation, four fimdamental natural handle techniques have been 
observed in evaluating properties. "^Provisional suitable devices are outlined below in 
Table 3. 

Table 3. Handle Techniques. 



Handle Technique 


Properties Evaluated 


Device 


Touch-stroke 


Surface quality (texture) 


Sliding 

Mat/Mouse 


Rotating Cupped 
Action 


Stiffness, weight, temperature, 
comfort, overall texture, creasing 


Glove 


Rotating between the 
Fingers action one hand 
(thumb and 2/3 fingers) - 


Texture, stifftiess, temperature, 
fabric structure, both sides of a 
fabric, friction, stretch (force- 
feedback) 


Multiple 
finger probe/ 
Glove 


Two-hands rotating action 


Stretch, sheamess 


Glove 



1 



They are also are simplified and natural, compared to current sensory testing centre methods. [ 8 ] 





Sensing the Fabric: To Simulate Sensation through Sensory Evaluation 213 



The last three would indicate the need for three-dimensional evaluation within a 
virtual environment, compared to using a mouse (2D). A combination-device may be 
required, however this will need to be clarified through prototyping and controlled 
testing. 

3.4 Design Issues 

! V Handle Techniques 

! V Pressure variables (whether in a 2D or 3D viewing/working environment) 

! V Simultaneous simulation of fabric/texture sensations with digital image 
! V The fabric of the device. Conventional devices, including the Wingman and the 
PHANToM, are made of a thermoplastic material, which is cold and hard, and 
although appropriate from an engineering viewpoint and for feeling some 
materials, may not be the best material to present fabric based information to the 
user. Materials with different properties could enhance or decrease the value of 
tactile sensation. A material that is spongier or softer, fiexible/pliable would be 
suitable, e.g. a rubber. Alternatively a weightless haptically enhanced woven 
fabric e.g. the weightless qualities of fine silk, i.e. ideally, texture simulations 
would be programmed into the weave of a fabric, producing sensation 
transmissions, and/or small miniature surface transformations. 

! V Workspace issues - remote contact with the fabric image, illusions created 
through working within a virtual environment (re-educational issues). 

3.5 Other Issues 

A device that mimics the touch-stroke handle technique could be a good 
communicator for marketing, selling and communication of furnishing fabrics, due to 
the manner in which some of these fabrics are touched. The touch-stroke manner of 
handling a fabric is however limiting for fashion professionals and consumers buying 
clothing. Fashion fabrics are primarily evaluated to acknowledge their properties and 
realise the potential of their use using the action of rubbing the fabric between the 
fingers on both sides of the fabric. For the consumer with regard to clothing, there are 
also issues related to trying the garment on that may also need to be considered i.e. 
body-scanning technology [3]. There are also obviously some fashions fabrics, when 
touched by hand that will not feel the same as when they are on the body. This could 
confuse and distort a buyer's judgement if they have no experience of the fabric, 
which is rare, or especially with a consumer if they have no knowledge at all. 
However visual explanatory support or even a full body haptic body attachment to the 
fundamental touch-sensory areas of the body could rectify this! 

The Internet is potentially a powerful marketing tool for the textiles industry. 
Textile resource websites tend to list fabric company details on their webpages. 
Alternatively there are textile companies who have on-line multiple search databases 
full of fabric swatches, (some allowing the buyer to order swatch samples at no extra 
cost). A major retailer is still sending out fumishing/interior swatches, on request, to 
its customers without charge, even though they ceased production of their directory 
catalogue with swatch samples some years ago (clothing and interiors), due to cost 




214 Patricia Dillon et al. 



implications [1]. We could also argue that one of the reasons why a dynamic two year 
old global trend forecasting and resource website for the textiles and related industries 
is losing some of its clients to traditional trend forecasting companies, who provide 
trend books and tailored packages to their clients (i.e. traditional methods of working), 
and are subsequently cutting staff, is due to the fact that clients cannot touch and feel 
fabrics or textures. It may also be due to the lack of accessible global communication 
of correct colour and texture representation, as mentioned earlier, available on screen 
and consequently, printing quality/effects. It may also involve general information 
overload, rather than visual overload, and lack of tailored information to the various 
industries that it serves that could save time and on-line costs. 

Gender could also be seen to have an impact on expectations, and be dependent 
upon their previous experience with fabrics. Women tend to be more tactually aware 
compared to some men (traditional expectations would apply here). An impression of 
a type of fabric may therefore be ‘enough’ information for a man but inadequate for a 
woman. This difference has actually been found by comparing the impressions of the 
authors of this paper. As well as gender issues, social and cultural conditioning, 
(different foods, weather conditions, religions and beliefs), past experiences, 
memories and experience with fabrics have bearing on the responses given by the 
participants in previous evaluation studies, 'The differences show that women have 
applied their knowledge and previous experiences in the handling of textiles. 
However, the differences could also be explained by "heavy handedness", which 
would account for the higher values assigned by the men to weight, roughness, and 
softness. In other words, the men found fabrics to be heavy, rough and soft, which the 
women found to be light, smooth, and hard . ' [6] (Nordic culture) [sic] 

In an attempt to understand the subjective responses of touch and categorisation, 
deliberations and evaluations could also involve an affinity with the activity of touch 
or relevant expertise, i.e. textile professionals. This is especially true of the sensory 
observations made by consumers where they demonstrated preconceived notions, 
without any solid experience in the subject they were actually dealing with, i.e. fabric. 
[6] There are also subjectivity issues relating to our identities or personalities, 
hormones, genetics, and evidently indistinguishable memories that exist and are 
different from one person to the other that need careful consideration (psychological 
and neurological). 



4 Further Work 

The development of sensory testing techniques in evaluation studies (example 
discussed earlier) and an investigation into other textile related industry requirements 
will focus the debate for the development of a haptic interface and multi-modal 
system. 

To develop this research, a testing and advisory panel will be established to achieve 
an Industry Standard Tactile Evaluation Study in association with a major 
manufacturer of fabric and care products. The panel will be made up from: 




Sensing the Fabric: To Simulate Sensation through Sensory Evaluation 215 



! V Textile and Fashion Industry experts 
! V The Visually Impaired 
! V Ordinary consumers 

On an individual basis the panel's acute sensory, neural, psychophysical and 
physiological response to fabrics through handle will be evaluated and recorded, and a 
definitive Universal Fabric Language produced. This will be recorded as a database, 
defining touch variables based on the identification and evaluation of the physical 
parameters and perceptive responses associated to first response touch of fabric or 
texture and natural exploration. Experienced handle evaluation and other industry 
expectations will be further considered within the research. The related 
psychological, cognitive and behavioural relationship implications will also be 
recorded. 

Controlled modality analysis of the essential conditions of fabric interaction in a 
real environment that can be applied to working in a virtual environment, will 
determine the limitations and implications involved with behaviour, movement, 
reaction, visual display, and viewing. Texture perception analysis will determine the 
initial or most essential and intuitive sensation property/ies. It will involve measuring 
the time spent measuring the period in contact with fabric relative to specific, and 
essential, properties felt during that time and dependant upon the variable interactive 
and specific touch directions involved, decision or reaction, process and adaptation, 
touch-pressure, colour implications, modal-focus, and cross-modal analysis, e.g. 
sound and texture, i.e roughness. 

Texture perception involves issues relating to social and cultural semiotics of 
texture and fabrics (a conscious and sub-conscious language) i.e. the sensual 
seduction of silk, plus memories and other cognitive influences (personal) that may 
create sensory cues to enhance the overall sensory experience of ‘feeling’ a fabric. 
For the textiles industry they could be translated into textile and fashion trends - 
inspirational and/or memory cues. 

The above indicates the criteria to be followed for developing the fabric language. 
This information can be translated into multi-modal programming and engineering 
parameters for a fabric database and related trend system. Of the physical parameters 
suggested, the mechanical variables, (with necessary refinement), (elastic moduli, 
stress-strain curves, friction coefficients, surface profiles and mass), can be simulated 
by a suitable haptic interface device. Properties related to sound are relatively easy to 
add. Thermal properties and those related to air and water vapour, are outside the 
capacity of a haptic device, and will require the addition of a controllable thermal 
element such as a Peltier refrigeration module. [10]. 

There are other essential fabric performance characteristics, which are not included 
in Figure 1 due to Immersion’s Wingman’s hardware and software limitations, that 
currently rely on a mixture of visual, touch, sound and various rigorous testing 
methods, i.e. aesthetic, physical properties relating to comfort and wearability or 
usability, mechanical, manufacturing, sound and other end-use/product issues. Some 
of these will become part of our study. [2] 

This paper illustrates just some of the problems to be solved and issues involved in 
developing a satisfactory virtual multi-modal system, which will no doubt involve 
more than one system due to specialist areas, e.g. manufacturing. 




2 1 6 Patricia Dillon et al. 



It may never be possible to simulate the tactile impression of a fabric entirely, but it 
may be possible, by concentrating on the more important elements, to convey an 
adequately accurate impression, at least for professionals and those who are familiar 
with fabric technology, but also possibly by some consumers, dependant on product 
and market expectations. It should be noted that everyone can recognise their friends’ 
voices on the telephone, despite the poor bandwidth of a conventional phone line, and 
that everyone can recognise a familiar face, even in a black-and-white photograph, so 
some degree of approximation is obviously acceptable. The question is how much? 

The above will form the basis of developing the criteria involved with developing a 
satisfactory multi-modal system and effective ergonomic design principles for an 
appropriate haptic interface. 

An appropriate multi-modal system will need to create an experience for the virtual 
user that is intuitive, reassuring and inspired. 



5 Conclusion 

This research we believe will add to the necessary refinement in fabric and texture 
simulation of sensation in response to a fabric, when viewed as a digital image. Such 
evaluation and refinement is imperative if the industry is to be convinced. Also, We 
might even end up with haptically-enhanced interfaces that are in fact harder to use 
than standard ones and haptics may become just a gimmick rather than the key 
improvement in interaction technology that we believe it to be.’ \ \V[ 

It is intended that the research will add a unique contribution to existing haptic 
technologies, and eventually provide a workable solution to the successful marketing, 
promotion, sales, and working methods of the textiles and related industries (including 
education), its consumer and for the visually impaired. 



5.1 Possible Outcomes 

! V Aesthetic Response:- Virtual Trend and Trade Resource, Virtual Magazines 
! V E-Commerce - Trade/Consumer:- Textiles & related industries. Retail 
! V Textiles and Textiles Science:- Testing, Manufacturing and Design, 
Education and Training 

! V Other (including other media):- Museums, Exhibitions, Trade Fairs, 
Therapy, Film/TV, Games 



Acknowledgements 

We thank our respective departments for all their support and encouragement 




Sensing the Fabric: To Simulate Sensation through Sensory Evaluation 217 



References 

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[2] Comments from the above 

[3] Maitland, J.: Fashion on the Web - can you feel it. Drapers Record, 3'^'' June, (2000) 

[4] Colwell, C., Petrie, H., and Kornbrot, D.: Department of Psychology, University of 
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textures and objects. ^^Wjbtco^innov^io^raWbition/hagtic/gregrint/devicejht^ 
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Author Index 



Rebecca Bartlett, 205 
Laroussi Bouguila, 135, 182 
Stephen Brewster, 41, 61, 118, 157 
Vladimir L. Bulatov, 52 

BenP. Challis, 17 
Chris Chizk, 98 
Chetz Colwell, 25 
Andrew Crossan, 157 

Marjorie Darrah, 31 
Patricia Dillon, 205 
Sarah A. Douglas, 151 

Alistair D.N. Edwards, 17 
Jan B.F. van Erp, 165, 174 

Stephen Fumer, 25 

John A. Gardner, 52 
Philip Gray, 61, 118 

Charlotte Hager-Ross, 98 
Andrew Hardwick, 25 
William S. Harwin, 108 
Shuji Hashimoto, 76 
Christopher J. Hasser, 52 
Mary Hayhoe, 98 
Riku Hikiji, 76 
Adrian J.M. Houtsma, 127 

Masahiro Ishii, 135, 182 
Anna Ivas, 88 

Christopher James, 205 
Gunnar Jansson, 88 
Jennifer Jerrams-Smith, 194 



Takamitsu Kawai, 31 
Hilde Keuning-Van Oirschot, 127 
Arthur E. Kirkpatrick, 151 
Diana Kombrot, 25 

Jaana Leikas, 199 

Marilyn Rose McGee, 118 
Dominic Mellor, 157 
Wendy Moody, 205 
Roger Morgan, 205 

Ian Oakley, 6 1 

M. Sile O’Modhrain, 52 

Paul Penn, 25 
Helen Petrie, 25 
Frank E. Pollick, 98 

Veli-Pekka Raty, 199 
Ramesh Ramloll, 4 1 
Connie Rash, 3 1 
Stuart Reid, 157 

Eva-Lotta Salinas, 69 
Makoto Sato, 135, 182 
Frances L. Van Scoy, 31 
Patricia Scully, 205 
Brett Stevens, 194 
Robert J. Stone, 1 

Antti Vaatanen, 199 
Henricus A.H.C. van Veen, 174 

Steven A. Wall, 108 
Evan F. Wies, 52 

Wai Yu, 41